MASS  PHYSICAL  TRAINING 

FOR  USE  IN 

The  Army  and  the  Reserve 
Officers9  Training  Corps 

BY  JOSEPH  E.  RAYCROFT,  A.B.,  M.D. 

PROFESSOR    OF   HYGIENE  AND    PHYSICAL   EDUCATION,  PRINCETON   UNIVERSITY; 

MEMBER  OF  WAR  DEPARTMENT  COMMISSION  ON  TRAINING  CAMP  ACTIVITIES,  AND 
CHAIRMAN  ATHLETIC  DIVISION;  MEMBER  OF  AMERICAN  PHYSICAL  EDUCATION 
ASSOCIATION;  MEMBER  OF  SOCIETY  OF  COLLEGE  DIRECTORS  PHYSICAL  EDU- 
CATION; MEMBER  OF  ATHLETIC  RESEARCH  SOCIETY;  MEMBER  OF  NATIONAL 
INSTITUTE  SOCIAL  SCIENCE,  ETC. 


FOREWORD  BY  W.  G.  HAAN 

MAJOR    GENERAL,    GENERAL   STAFF. 
CHIEF,  WAR  PLANS  DIVISION 


WASHINGTON: 

UNITED  STATES  INFANTRY  ASSOCIATION 

1920 


5/ 


COPYRIGHT,  1920,  BY  THE 
UNITED  STATES  INFANTRY  ASSOCIATION 


FOREWORD 

The  text  of  this  book  has  been  prepared  by  Doctor  Joseph 
E.  Ray  croft,  who  was  chairman  of  the  Athletic  Division  of  the 
War  Department  Commission  on  Training  Camp  Activities, 
and  as  such,  under  the  supervision  of  the  Training  and  Instruc- 
tion Branch  of  the  War  Plans  Division  of  the  General  Staff,  had 
charge  of  the  physical  upbuilding  of  the  great  force  which  the 
United  States  contributed  to  the  World  War  and  which  con- 
stitutes a  remarkable  chapter  in  the  history  of  the  military 
operations  of  our  Country. 

Under  his  direction,  millions  of  men  to  whom  physical  train- 
ing and  athletics  had  been  a  sealed  book,  were  introduced  to  the 
advantages  of  systematic  physical  development.  Hundreds  of 
thousands  of  them  were  taught  for  the  first  time  how  to  com- 
bine health-giving  exercise  with  play  in  the  form  of  athletic 
games  and  sports.  It  furnished  a  striking  demonstration  of  the 
value  of  such  activities  in  the  basic  training  of  the  soldiers. 

Months  were  spent  in  experimenting  with  and  testing  out 
systems  and  schemes  of  training  and  instructing  in  the  subjects 
covered.  In  this  work  Dr.  Raycroft  was  assisted  by  the  best 
talent  available — masters  in  every  phase  of  physical  culture 
and  development.  Experts  in  every  field  of  athletics  and  sports 
joined  with  him  in  placing  their  years  of  experience  at  the  dis- 
posal of  our  military  forces.  For  the  first  time  in  military  his- 
tory losses  from  sickness  and  disease  were  less  than  those  from 
bullets,  an  achievement,  due  in  no  small  measure,  to  the 
magnificient  physique  with  which  our  soldiers,  in  consequence 
of  their  physical  training,  entered  the  struggle. 

Out  of  all  of  these  activities  much  valuable  experience  has 
been  gained  and  a  great  mass  of  material  has  been  accumulated. 
Dr.  Raycroft  has  undertaken  to  preserve  his  experience  and 
that  of  his  assistants  in  a  permanent  form.  This  book  is  the 
result,  and  is  based  on  the  work  of  the  divisional  and  central 
schools  of  physical  and  bayonet  training  in  operation  during 

iii 

436280 


iv  Foreword 

the  war  and  after  the  Armistice  was  signed.  In  so  doing,  he  has 
conferred  a  lasting  benefit  on  our  manhood,  a  benefit  which  the 
War  Department  sincerely  desires  to  recognize  and  promote. 

This  book  was  submitted  to  the  War  Department  for 
publication  as  an  official  document;  but  in  view  of  the 
delays  that  would  probably  be  involved  under  this  plan,  it 
was  decided  that  Dr.  Raycroft  should  be  requested  to  publish 
the  book  privately  under  his  own  name,  so  that  it  might  be 
available  at  the  earliest  possible  moment  for  use  in  the  army. 

To  this  end,  this  book  has  the  approval  of  the  War  Plans 
Division  of  the  General  Staff.  Its  contents  will  form  the  basis 
for  the  training  and  instruction  of  the  military  service  of  the 
United  States  in  the  subjects  included. 

It  is  highly  recommended  for  use  at  all  institutions  where 
physical,  athletic,  and  recreational  training  are  carried  on. 

W.  G.  HAAN, 

Major  General,  General  Staff. 
December  22,  1919.  Chief,  War  Plans  Division. 


INTRODUCTION 

The  value  of  physical  fitness  in  a  soldier  has  always  been 
recognized  as  of  prime  importance.  The  programs  of  physical 
training  that  were  commonly  used  in  modern  armies  before  the 
war  consisted  in  the  main  of  calisthenics  and  made  little  if  any 
systematic  use  of  the  other  phases  of  physical  training  and 
athletics.  These  calisthenic  drills  when  well  taught  have  a  real 
value  in  securing  good  posture  and  accurate  response  to  the 
spoken  order.  This,  of  course,  is  of  great  importance  in  the 
early  training  of  a  recruit,  but  at  best  represents  only  the 
primary  grade  in  a  soldier's  training. 

One  of  the  most  important  of  the  many  lessons  which  have 
come  from  the  war  is  the  demonstration  of  the  fact  that  other 
types  of  physical  activities  besides  calisthenics  are  not  only 
extremely  useful  in  the  contribution  which  they  make  in  the 
development  of  important  soldierly  qualities,  but  that  they  are 
capable  of  being  used  as  an  integral  part  of  the  formal  program 
of  training.  Group  games,  wrestling,  boxing,  hand-to-hand 
fighting  and  other  personal  contact  drills  give  the  soldier  a  kind 
of  training  which  he  can  get  in  no  other  way  short  of  battle 
experience.  The  inclusion  of  such  activities  in  the  regular 
training  gives  to  the  recruit,  in  a  very  effective  way  and  in  a 
relatively  short  space  of  time,  an  invaluable  mental  and  physical 
experience  and  contributes  greatly  to  the  development  of  con- 
fidence and  effectiveness  in  combat.  In  other  words,  activities 
of  this  type  are  an  essential  supplement  to  the  disciplinary 
training  received  from  the  close  order  drill. 

The  difference  between  the  trained  recruit  and  the  seasoned 
soldier  is  not  alone  a  question  of  physical  strength,  endurance 
and  general  fitness,  but  it  is  also  one  of  mental  attitude.  The 
seasoned  soldier  has,  through  a  long  experience,  acquired  con- 
fidence in  his  own  resourcefulness  and  ability  to  take  care  of 
himself  either  with  or  without  his  weapons.  This  mental  atti- 
tude which  characterizes  the  seasoned  campaigner  is,  in  the 


vi  Introduction 

majority  of  cases,  dependent  upon  the  type  of  active  service 
which  he  may  have  experienced,  and  has  been  in  the  past  of 
slow  growth  and  largely  a  matter  of  chance. 

It  is  of  course  recognized  that  there  is  nothing  like  actual 
field  and  battle  experience  to  develop  soldierly  qualities.  On 
the  other  hand,  and  this  is  the  crux  of  the  whole  matter,  the 
experience  of  the  armies  during  the  war  has  demonstrated 
that  it  is  possible,  through  a  comprehensive  program  of  physical 
training,  to  bring  the  recruit  very  much  closer  to  the  standard 
of  the  seasoned  soldier  as  regards  mental  and  physical  prepared- 
ness than  it  was  by  the  old  methods. 

Furthermore,  this  all-round  physical  training  provides  a 
progressive  and  S3^stematic  experience  in  simple  wrestling,  per- 
sonal contact  drills,  boxing,  and  vigorous  hand-to-hand  com- 
petitions that  have  proved  to  be  a  most  important  factor  in 
developing  those  qualities  and  elements  of  character  which  are 
based  in  large  part  upon  physical  experience,  and  which  give 
poise,  confidence,  determination,  and  individual  initiative  in 
an  emergency. 

The  problem  of  the  Army  was,  and  is,  a  double  one — First, 
to  give  recruits  such  a  course  of  Physical  Training  as  will 
develop  bodily  control  and  alertness  and  will  render  them  cap- 
able of  acquiring  and  using  the  professional  technique  of  a 
soldier  in  the  shortest  time  possible;  and,  second,  to  systematize 
and  promote  those  forms  of  physical  training  that  are  recreative 
in  their  nature  and  that  promote  the  development  of  individual 
leadership,  group  loyalty,  contentment,  and  a  pride  in  physical 
efficiency. 

Every  officer  who  has  had  front-line  experience  has  scores  of 
times  seen  a  demonstration  of  the  value  of  quickening  exercises 
and  simple  athletic  games  as  a  means  of  restoring  the  soldier  to 
a  normal  mental  and  physical  condition  and  of  preventing 
morbidness  and  homesickness  after  a  long  tour  of  duty  in  the 
front  lines. 

The  training  material  in  this  manual  has  been  collected 
from  many  sources,  both  native  and  foreign,  and  no  hesitation 
has  been  shown  in  adopting  or  adapting  methods  that  have 


Introduction  vii 

been  found  useful  in  the  armies  of  our  allies,  nor  in  trying  out 
any  procedure  that  seemed  to  have  merit  and  promised  results. 

This  manual  is  compiled  for  the  purpose  of  making  the 
material  and  experience  available  in  permanent  form  for  use  in 
training  the  Army  and  the  Reserve  Officers'  Training  Corps. 

The  program  outlined  has  been  successfully  tried  out,  as  a 
whole  or  in  part,  under  the  most  severe  conditions  during  the 
intensive  training  in  this  country,  in  the  camps  in  France  since 
the  Armistice,  and  in  the  R.O.T.C.  camps  during  the  past  sum- 
mer. The  testimony  as  to  the  value  of  this  comprehensive 
program  of  physical  training  as  an  essential  part  of  the  army 
training  under  these  widely  varying  conditions  is  positive  and 
unmistakable.  The  principles  upon  which  the  work  is  based  are 
sound  and  furnish  a  firm  foundation  upon  which  to  build  the 
future  work  in  the  Army  in  the  basic  training  of  soldiers.  The 
types  of  activities  chosen  and  the  contribution  which  each 
class  of  work  makes  to  the  object  sought,  may  be  stated 
briefly  as  follows: 

1.  Physical  Drill — for  disciplinary  training  and  education  in 
body  control,  and  not  for  exercise  as  such.    The  daily  program 
of  the  soldier,  comprising  as  it  does  seven  or  eight  hours  of 
active  outdoor  work,  provides  all  the  physical  exercise  that  is  re- 
quired to  make  and  keep  him  physically  fit.     The  emphasis  then 
in  this  drill  should  be  placed  upon  securing  good  posture,  free- 
dom of  movement  and  accurate  snappy  response  to  commands. 

2.  Group  Games  introduced  into  the  formal  program  give  to 
the  soldier  a  type  of  training  in  which  he  gets  orders  just  as 
truly  as  he  does  in  his  formal  drill,  except  that  these  orders  are 
expressed  in  terms  of  rapidly  changing  conditions  during  the 
progress  of  the  game.    His  repeated  effort,  spurred  on  by  emo- 
tional stimulus  and  the  spirit  of  competition,  to  adapt  himself 
quickly  and  successfully  to  these  changing  conditions,  gives 
him   an   intensive   training   in   alertness,    discrimination   and 
determination.    This  training  is  even  more  mental  and  psychic 
than  it  is  physical. 

3.  Drills  in  Personal  Contact,  such  as  wrestling,  boxing,  and 
hand-to-hand    fighting,    develop    concentration  of    attention, 


viii  Introduction 

mental  and  physical  alertness,  a  spirit  of  aggressiveness  and 
confidence,  and  the  ability  and  willingness  to  carry  on  in  spite 
of  punishment. 

4.  Individual  Efficiency  Tests,  and  the  drill  in  the  various 
events,  stimulate  the  soldier  to  make  the  effort  to  attain  a  cer- 
tain fixed  standard,  and  serve  also  to  call  the  attention  of  the 
Commanding  Officer  to  those  weak  and  inefficient  men  who 
need  special  attention  and  work  to  enable  them  to  overcome 
their  deficiencies. 

5.  Mass  Athletics  and  Competitive  Games — either  as  a 
part  of  the  formal  program  or  as  a  leisure  time  activity — have 
great  value  in  the  development  of  group  loyalty,  team  work 
and  leadership. 

6.  Bayonet  Training — is  invaluable  in  the  basic  training  of 
soldiers  in  all  branches  of  the  service  as  a  means  of  developing 
confidence,  determination,  and  a  fighting  spirit. 

In  other  words,  this  comprehensive  plan  of  physical  train- 
ing makes  it  possible  to  carry  the  recruit  far  beyond  the  point 
of  soldierly  efficiency  acquired  through  close  order  drill  alone, 
and  develops  in  him  those  fundamental  qualities  of  resource- 
fulness, leadership  and  fighting  spirit,  which  characterize  the 
high-grade,  seasoned  soldier. 

To  secure  the  greatest  benefits  for  the  Army  from  this  work 
two  things  are  necessary:  First,  to  include  it  as  a  part  of  the 
basic  training  of  every  officer  so  that  he  will  be  as  well  qualified 
for  leadership  in  the  full  program  of  physical  training  as  he  is 
in  close  order  drill;  and,  second,  to  provide  in  a  central  school 
or  in  the  service  schools  advanced  courses  that  will  train  and 
qualify  experts  who  will  serve  as  inspecting  instructors  and  thus 
keep  the  work  on  a  high  plane  of  efficiency. 

I  am  glad  to  make  in  this  place  hearty  acknowledgement  of 
the  most  valuable  assistance  and  cooperation  rendered  by  a  large 
number  of  Civilians  and  Officers.  I  am  especially  indebted  to  all 
the  Athletic  Directors,  Special  Instructors  and  Physical  Train- 
ing Officers  who  contributed  so  generously  of  their  technical 
training  and  experience  and  whose  work  in  the  Camps  made 


Introduction  ix 

it  possible  to  organize  this  system  and  put  it  into  operation 
during  the  war;  to  Major  J.  E.  Drain,  Captain  C,  L.  Brosius, 
Lieutenant  Brooke  Leman,  Mr.  Geo.  Huff  and  Mr.  Fred  W. 
Luehring  of  the  staff  of  the  Physical  and  Bayonet  Training 
School  established  at  Camp  Benning  after  the  Armistice;  to 
Colonel  Murray,  Colonel  W.  H.  Waldron  and  Lieutenant  Col- 
onel Elvid  Hunt  of  the  Training  Section,  General  Staff;  to 
Major  Elliott  V.  Graves,  Education  and  Recreation  Branch- 
War  Plans  Division;  and  finally  to  Major  John  L.  Griffith, 
Executive  Officer,  Athletic  Division,  Commission  on  Training 
Camp  Activities,  and  Senior  Instructor,  Special  Course  in  Phys- 
ical and  Bayonet  Training,  Camp  Benning,  September,  1919; 
Captain  Thomas  J.  Browne,  Senior  Instructor,  Central  School 
of  Physical  and  Bayonet  Training,  Camp  Gordon,  Ga.,  1918; 
M.  J.  Gibbons,  Instructor  of  Boxing  and  Hand-to-Hand 
Fighting,  School  of  Physical  and  Bayonet  Training,  Camp 
Gordon,  1918;  George  V.  Blake,  Instructor  of  Boxing  and 
Hand-to-Hand  Fighting,  Physical  and  Bayonet  Training  School, 
Camp  Benning,  1919;  Dr.  Norman  B.  Tooker,  Athletic  Divi- 
sion, Commission  on  Training  Camp  Activities;  Jonathan  A. 
Butler,  Secretary,  Athletic  Division,  Commission  on  Training 
Camp  Activities,  who  have  been  so  intimately  associated  in 
the  development  and  administration  of  this  whole  plan,  I  wish 
to  express  my  sincere  appreciation  for  most  efficient  work  and 
unfailing  loyalty  and  support. 

JOSEPH  E.  RAYCROFT. 


CONTENTS 


, 

I 


I.     PURPOSE  OF  WORK  AND  STANDARDS  FOR  JUDGING  PROGRESS  ..........  1 

II.     SETTING-UP  DRILL  ...............................................  4 

III.     GAMES  ADAPTED  FOR  USE  AS  A  PART  OF  THE  FORMAL  DRILL  PERIOD     34 

^  IV.     QUICKENING  AND  SKIRMISHING  EXERCISES  ..........................  40 

V.     PERSONAL  CONTACT  DRILLS  .......................................  49 

VI.     LINE  WRESTLING  ................................................  59 

VII.     HAND-TO-HAND  FIGHTING  —  INCLUDING  DISARMING  METHODS  .........  71 

VIII.     BOXING  .........................................................  84 

IX.     BAYONET  TRAINING  ..............................................  103 

X.     PHYSICAL  EFFICIENCY  TESTS  ......................................  142 

**XI.     GROUP  GAMES  AND  MASS  ATHLETICS  ........................  149 

XII.     THE  CONDUCT  OF  MEETS  AND  CONTESTS  ..........................  178 

XIII.  STRATEGY  AND  TACTICS  OF  HIGHLY  ORGANIZED  ATHLETIC  GAMES  ......  201 

a.  Football. 

b.  Swimming  and  Life-Saving. 

c.  Baseball. 

d.  Basket-ball. 

XIV.  CAMP  ATHLETIC  ORGANIZATION.  .                                                                .  280 


XI 


MASS  PHYSICAL  TRAINING 

CHAPTER  I 
Purpose  of  Work  and   Standards  for  Judging  Progress 

PURPOSE   OF  WORK 

The  object  of  the  course  in  physical  and  bayonet  training 
is  to  give  the  recruit  in  the  shortest  practicable  time  an  inten- 
sive, all-round  training  which  will  develop  in  him  those  quali- 
ties and  abilities  that  characterize  the  trained,  experienced 
soldier.  This  object  may  be  analyzed  under  four  heads:  (1) 
Bearing;  (2)  Physical  and  mental  control;  (3)  Ability  in  per- 
sonal combat;  and  (4)  All-round  physical  efficiency.  The 
progress  of  the  recruit  in  training  may  be  judged  by  his  ability 
to  meet  these  standards. 

1.  Bearing:      Well   poised,   neat   appearance,   alert,   self- 
respecting   and   well   disciplined,   smart   and   effective   in   all 
movements. 

2.  Physical  and  Mental  Control:   Well  coordinated,  instant 
in  response  to  commands,   quickness  of  decision,  initiative, 
persistence,  shiftiness,  resourcefulness,  willingness  to  give  and 
take  punishment,  nerve,  strength,  and  endurance. 

3.  Ability  in  Personal  Combat:  A  good  knowledge  of  the 
fundamentals  of  boxing,  wrestling,  and  hand-to-hand  fighting, 
skill  in  the  use  of  the  bayonet  and  in  disarming  and  disabling 
methods,  ability  to  acquit  himself  creditably  in  a  three-round 
bout  with  a  skilled  boxer  of  his  own  weight. 

4.  All-round  Physical  Efficiency:  To  be  trained  to  such  a 
state  of  physical  efficiency  that  he  will  be  able  to  qualify  in 
the  following  tests : 

1.  100  yards  in  14  seconds. 

2.  Running  broad  jump  of  12  feet. 

3.  Climb  (unassisted)  an  8-foot  smooth  wall. 


*:a'$  s     P  h  y  8  ical     Training 

4.  Throw  a  hand  grenade  30  yards  into  a  circle  10  feet 

in  diameter. 

5.  Run  over  a  standard  obstacle  course   (description  on 

page  38)  in  good  time — 30  seconds. 

The  application  of  the  foregoing  tests  from  time  to  time 
during  the  course  (modified  to  suit  the  period  of  training)  will 
serve  to  give  a  basis  for  judgment  as  to  the  effectiveness  of  the 
work  and  the  rate  of  progress  of  the  individual  recruit.  It  will, 
at  the  same  time,  furnish  interest  and  stimulus  to  the  men 
in  training. 

Men  who  can  pass  the  above  standards  and  tests — bearing, 
mental  and  physical  control,  ability  in  personal  combat,  and 
the  physical  efficiency  tests — will  be  able  to  acquire  the  tech- 
nique of  the  various  phases  of  military  training  in  the  shortest 
possible  time. 

The  Best  Period  for  Work :  The  work  in  physical  and  bayo- 
net training  should  be  given  in  two  daily  periods  of  not  less 
than  one  hour  each;  one  in  the  morning  and  one  in  the  after- 
noon. The  morning  period  should  come  not  less  than  an  hour 
and  a  half  after  the  morning  meal.  The  program  should  con- 
sist of  formal  setting-up  drill,  group  games,  boxing,  personal 
contact  drill,  line  wrestling,  quickening  and  skirmishing  exer- 
cises, hand-to-hand  fighting,  and  bayonet  drill.  The  afternoon 
period  should  end  not  less  than  half  an  hour  before  retreat  and 
should  consist  of  mass  athletics,  training  for  physical  efficiency 
tests,  and  other  competitive  activities. 

Costume:  The  uniform  worn  during  these  drills  and  com- 
petitions should  be  one  which  gives  freedom  of  bodily  movement 
and  is  not  easily  injured  by  coming  in  contact  with  the  ground. 

Size  of  Unit  for  Instruction :  The  platoon  is  the  best  unit  for 
regular  instruction,  but  every  week  or  two,  companies  or  entire 
battalions  should  be  brought  together  for  setting-up  drills  and 
mass  training  in  boxing  and  hand-to-hand  fighting,  in  order  to 
develop  esprit  de  corps  and  the  habit  of  mass  action.  (See 
Fig.  1.) 

Singing  and  Voice  Training:  Singing,  and  voice  training  by 
"self-command,"  should  be  utilized  to  add  interest  to  the  work 


Purpose     of     Work  3 

and  to  give  the  recruits  ability  and  confidence  in  the  use  of 
their  own  voices. 

Qualities  of  Instructors:  Instructors  in  physical  and  bayo- 
net training  should  be  specially  trained  and  qualified  junior 
officers  or  non-commissioned  officers  who  should  be  the  embodi- 
ment of  physical  efficiency,  enthusiasm,  and  leadership.  They 
must  be  prepared  to  demonstrate  and  take  part  in  the  actual 
performance  of  the  work  as  well  as  to  give  commands.  They 
must  be  thoroughly  familiar  with,  and  proficient  in,  all  phases 
of  the  work  they  are  directing. 


Arrangement  of  Program :  The  programs  of  work  must  be  so 
arranged  as  to  give  a  proper  amount  of  time  to  each  phase  of 
training  and  to  furnish  a  progression  for  the  purpose  of  securing 
greater  speed,  vigor,  and  accuracy  in  the  performance  of  the 
movements.  It  has  been  found  practicable  to  apportion  time 
about  as  follows: 

Daily  [on  prescribed  drill  days]  setting  up  drill,  25  to  10 
minutes;  personal  contest  drill,  5  to  10  minutes;  group  games, 
boxing,  physical  efficiency  tests,  or  hand-to-hand  fighting,  10 
to  15  minutes;  or  bayonet  fighting  and  quickening  and  skirm- 
ishing exercises,  30  minutes. 

The  program  as  regards  selection  of  activity  and  time 
assigned  to  each  branch  of  work,  will  be  modified  by  the  pro- 
gress of  the  group  being  trained.  It  is  generally  advisable  to 
conduct  a  given  program  for  at  least  one  week  without  change. 


CHAPTER  II 

Setting-Up  Drill  * 

Scope:  The  scope  of  the  setting-up  drill  is  limited  to 
movements  and  combinations  of  movements  that  are  simple, 
can  be  used  without  apparatus,  are  easily  learned,  and  that 
are  adapted  to  camp  and  field  conditions. 

Purpose:  The  purpose  of  this  drill  is  to  give  the  recruit 
as  an  individual  a  general,  fundamental  training  in  body  con- 
trol, good  posture  in  every  movement,  and  the  ability  to 
respond  instantly  and  accurately  to  the  spoken  command. 
It  will  also  transform  an  untrained  mob  into  an  orderly  dis- 
ciplined group. 

Value:  The  value  of  this  drill  is  primarily  educational  and 
disciplinary,  so  that  the  emphasis  should  be  placed  upon  gain- 
ing this  result  rather  than  upon  giving  movements  for  exercise 
and  development.  The  feeling  of  fitness  and  the  confidence 
in  his  ability  to  perform  the  movement  called  for  by  the 
command,  which  results  from  a  carefully  arranged  and  adminis- 
tered series  of  drills,  encourage  the  growth  in  the  recruit 
of  self-confidence,  mental  and  physical  alertness,  and  an 
erect,  soldierly  bearing.  In  other  words,  setting-up  drills  fur- 
nish a  most  important  element  in  the  basic  training  of  the 
recruit  and  the  development  of  personal  efficiency  and 
soldierly  qualities. 

Guiding  Principles  in  Teaching:  1.  Commands  should,  so 
far  as  possible,  call  for  movements  that  involve  useful  coordi- 
nations and  should  aim  to  build  up  natural  automatisms 
rather  than  to  execute  all  possible  forms  of  gymnastics. 

2.  The  progression,  then,  should  aim  for  an  increase  in 
accuracy,  vigor,  promptness  of  response,  and  improved  posture 
rather  than  to  the  performance  of  complex  combinations  of 
movements.  The  trunk  movements  should  be  graded  from 
the  easy  to  the  more  difficult. 

*  Adapted  from  Major  Koehler's  Field  Physical  Training. 
4 


Setting-Up     Drill  5 

3.  Contracorrective    movements    should    not    be    given; 
that  is,  exercises  which  further  lengthen  muscles  already  too 
long  or  shorten  muscles  already  too  short.     In  other  words, 
there  should  be  no  lifting  or  rolling  forward  of  the  shoulders, 
or  bending  forward   of  the  head   or  neck,   or  hollowing   of 
the  back. 

4.  Main  stress  should  be  placed  on  exercises  of  the  muscles 
of  the  neck,  upper  trunk  and  spine,  which  have  most  to  do  with 
posture.    The  minimum  amount  of  time  should  be  given  to  the 
legs,  as  they  can  be  trained  in  a  more  useful  and  effective  way 
in  vigorous  games  and  athletic  activities. 

5.  Sections  and  their  instructors  prefer  exercises  with  which 
they  are  familiar,  provided  they  are  well  taught  and  performed 
well.    They  like  but  little  change.    Hence,  put  the  basic  or  key 
movements  in  the  early  lessons  and  build  very  slowly  on  them, 
and  only  in  the  way  of  increasing  the  speed  of  response,  strength 
or  endurance  required,  and  not  in  mastering  peculiar,  com- 
plex combinations. 

6.  The    setting-up    drill    should    net    occupy    more    than 
twelve  to  fifteen  minutes.     Short,  snappy  drills  full  of  "pep" 
and  enthusiasm  are  much  better  than  longer  periods,  which 
tend  to  become  monotonous. 

7.  Emphasize  correct  breathing.    Use  the  "  self-command  " 
drill  after  the  fifth  or  sixth  week  to  stimulate  confidence  in  the 
use  of  the  voice  and  to  develop  interest. 

8.  Require  recruits   to   hold   a   given   position  in  a  drill 
only  long  enough  to  permit   correction   of  faults,  but  avoid 
overstrain. 

9.  The  movements  should  seldom  be  done  in  cadence  but 
only  by  the  executive  command  or  by  numbers — each  position 
being  held  (in  the  early  lessons)  until  the  instructor  sees  that  it 
is  correct.     This  will  enable  faults  in  posture  to  be  detected 
and  immediate  correction  made.    It  is  strongly  recommended 
that  occasionally  when  movements  are  being  given  by  the  num- 
bers that  the  tempo  be  changed  without  warning  in  order  to 
secure  attention  and  develop  smartness  of  response  to  unex- 
pected changes. 


6 


Mass     Physical     Training 


10.  The  commands  and  positions  called  for  should  be 
strictly  observed.  Strive  for  the  precision,  uniformity  and 
smartness  required  of  the  soldier  in  the  manual  of  arms  or  the 
close  order  drill.  The  movements  which  are  strictly  corrective 
of  poor  postufe  have  been  placed  early  in  each  lesson.  These 
corrective  positions  are  to  be  emphasized  and  held  to  the  com- 
mand. They  raise  and  expand  the  chest  and  bring  about  rapid 
improvement  in  posture. 

METHOD  OF  EXTENDING  ORGANIZATION  FOR 
SETTING-UP  DRILL 

First  Formation  :  Column  of  squads,  to  eight  paces  interval 
between  organizations  (Fig.  2). 


FIG.  2 


At  the  command  "Extend  to  the  left"  arms  are  brought 
to  the  position  of  thrust  (Fig.  3). 

At  the  command  "March,"  class  extends  rapidly  to  the  left 
to  full  arm's  length  distance  (Fig.  4). 

At  the  command  "At  ease"  the  left  leg  is  carried  to  left  side, 
hands  clasped  in  rear  of  body.  Caution:  Head  remains  erect, 
body  leaning  slightly  forward  so  as  to  carry  the  weight  of  the 
body  on  the  toes.  Chest  remains  arched.  This  position  is  to 
be  assumed  between  exercises  as  a  rest  period  (Fig.  5). 


Setting-Up     Drill 


III  5^ 


FIG.  4. 


FIG.  5. 


Correct  Salute.     Note   all  details  of  this  pose  (Fig.  6). 


FIG.  6.  FIG.  7. 

Correct  Salute.     Note  all  details  of  this  pose  (Fig.  7). 


8 


Mass     Physical     Training 


FIG.  8. 


A  STARTING  POSITIONS 

Position  of  Attention.  No.  1.  The 
starting  positions  to  be  used  at  the  open- 
ing of  each  period  of  disciplinary  gym- 
nastics. There  are  two  kinds  of  com- 
mands— preparatory  and  executive.  The 
preparatory  command  describes  and  speci- 
fies what  is  desired,  and  the  executive 
command  calls  what  has  been  described 
into  action. 

Disciplinary  exercises — two  minutes, 
including  starting  positions.  They  are 
composed  of  going  from  "at  ease"  or 
"rest"  to  the  position  of  attention  and 
the  facings.  Where  these  are  followed  by 
a  few  snappy  executions  of  the  starting 
positions,  the  mind  of  the  recruit  is  concentrated  upon  the 
work  to  follow. 

Starting  positions — one  minute,  going  from  one  to  another, 
with  accuracy,  snap,  and  speed  (Fig.  8). 

Arms  Forward  —  Raise.  Caution: 
Hands  remain  separated  by  the  width  of 
the  chest  (Fig.  9). 

Arms  sideward — place  (Fig.  10). 
Arms  upward — place  (Fig.  11). 
Hands  on  shoulders — place  (Fig.  12). 

Hands  on  hips — place:  This  posi- 
tion should  be  done  with  the  palm 
fitting  comfortably  over  the  pelvic  bone 
at  the  side,  and  not  with  the  thumbs 
almost  together  in  back.  The  last  position,  in  the  recruit, 
tends  to  increase  the  hollow  in  the  back  and  to  force  the 
stomach  forward  (Fig.  13). 


FIG.  9. 


Setting-Up     Drill 


9 


FIG.  11 


FIG.  K> 


10 


Mass     Physical     Training 


FIG.  13. 


To  the  thrust— raise  (Fig.  14).  Arms  down  (Fig.  15), 


FIG.  14. 


FIG.  15. 


Setting-Up     Drill 

LESSON  NO.  i 

(a)  Starting  Positions. 

(b)  Arms  forward — raise.     S.P. 

»     1.  Arms  sideward — move. 

2.  Recover. 
Arms  to  thrust — raise.     S.P. 

1.  Arms  forward — thrust. 

2.  Recover. 


11 


FIG.  16. 

Arms  sideward  (palms  up) — place.     S.P. 

1.  Chest — raise.    (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 

(See  Fig.  16.) 
Hands  on  hips — place.     S.P. 

1.  Head  to  the  right,  protruding  the  jaw,  raising 

chest — turn. 

2.  Recover.    Emphasize  count  of  "two." 


12  Mass     Physical     Training 

Arms  sideward,  with  straddle — place.     S.P. 

1.  Trunk  (sideward),  hands  on  shoulders — bend. 

2.  Recover. 

Alternate  right  and  left. 
(See  Fig.  17.) 


fctf 


FIG.  17. 

Hands  on  shoulders — place.    S.P. 

1.  Half  bend  knees  extending  arms  forward — bend. 

2.  Recover. 

Arms  to  thrust — raise.    S.P. 

1.  Trunk,  quarter  bend,  with  arms  sideward — bend. 

2.  Recover. 

3.  Knees  quarter  bend  with  arms  upward — bend. 

4.  Recover. 

Deep  breathing  with  heels  and  arms  raising. 


Setting-Up     Drill  13 

LESSON  NO.  2 

(a)  Starting  Positions. 

(b)  Arms  to  thrust — raise.    S.P. 

1.  Arms  forward — thrust. 

2.  Recover. 

3.  Arms  upward— thrust. 

4.  Recover. 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 
(See  Fig.  16.) 

Hands  on  hips — place.    S.P. 

1.  Trunk  to  right — bend. 

2.  Recover. 

3.  Trunk  to  left— bend. 

4.  Recover. 

Attention.    S.P. 

1.  On  heels — rise. 

2.  Recover. 

3.  On  toes — rise. 

4.  Recover.    1  and  3  executed  rapidly. 

Arms  sideward — place.    S.P. 

1.  Trunk  forward,  with  hands  on  shoulders — bend. 

2.  Recover. 

(See  Fig.  19.) 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover. 

NOTE. — This  is  an  exaggerated  backward  bend- 
ing of  the  head.    The  head  moves  first  followed 
by  upper  back.    Avoid  increasing  the  bend  in 
the  small  of  the  back. 
(See  Fig.  18.) 


14  Mass     Physical     Training 


FIG.  18. 


FIG.  19. 


Setting-Up     Drill  16 

Arms  to  thrust — raise.    S.P. 

1.  Arms  upward,  knuckles  out — thrust. 

2.  Arms  down  and  backward  with  force — swing. 

3.  To  the  position  of  1. 

4.  Recover. 

Arms  backward — cross.    S.P. 

1.  Trunk  forward  (half  bend) — bend. 

2.  Recover. 

3.  Knees  half  bend. 

4.  Recover.    "Two"  and  "Four"  executed  rapidly. 
Side  straddle  position — hop.    S.P. 

1.  Arms  forward — raise. 

2.  Arms  sideward,  bending  both  knees — swing. 

3.  To  position  of  1. 

4.  Recover. 

Deep  breathing  with  heels  and  arms  raising. 

LESSON  NO.  3 

(a)  Starting  Positions. 

(b)  Attention.    S.P. 

1.  Arms  forward — stretch. 

2.  Arms  sideward — stretch. 

3.  Arms  forward — stretch. 

4.  Recover. 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 

(See  Fig.  16.) 
Hands  on  shoulders — place.    S.P. 

1.  Head    to    the    right,    extending    arms    sideward 

palms  up — twist. 

2.  Recover  rapidly. 

3.  Head  to  the  left,  extending  arms  sideward  palms 

up — twist. 

4.  Recover. 


16  Mass     Physical     Training 

Hands  on  hips — place.    S.P. 

1.  Trunk  forward,  hands  on  shoulders — bend, 

2.  Recover. 

3.  Trunk  forward,  arms  sideward — bend. 

4.  Recover. 


FIG.  20. 

Hands  on  shoulders — place.    S.P. 

1.  Right  stride  extending  arms  upward. 

2.  Recover. 

3.  Right  stride  extending  arms  forward. 

4.  Recover.     (Alternate  with  left  leg.) 

Hands  on  hips — place.    S.P. 

1.  Right  knee  upward,  with  arms  sideward,  palms 

up — place. 

2.  Recover. 

3.  Left  knee  upward,  with  arms  sideward,  palms 

up — place. 

4.  Recover. 

(See  Fig.  20.)      : 


Setting-Up     Drill  17 

Hands  on  hips — place.    S.P. 

1.  Extending  right  leg  forward  depressing  toe,  left 

knee — bend. 

2.  Recover. 

3.  Extending  left  leg  forward,  right  knee — bend. 

4.  Recover. 


Arms  sideward — raise.    S.P. 

1.  Palms  up,  fingers  spread. 

2.  Turning  palms  down,  fists — clench. 

3.  Return  to  position  one. 

4.  Recover. 


Hands  on  hips — place.    S.P. 

1.  Rising  on  toes  extending  arms  upward — stretch. 

2.  Recover. 

NOTE. — On  count  1  use  all  force  going  upward,  on 
count  2  recover  lightly  on  heels. 

Breathing  exercises. 

LESSON  NO.  4 

(a)  Starting  Positions. 

(b)  Attention.     S.P. 

1.  Arms  upward,  palms  to  the  front — swing. 

2.  Recover. 

Hands  on  shoulders — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 

(See  Fig.  16.) 


18  Mass     Physical      Training 

Hands  on  hips — place.    S.P. 

1.  Trunk  forward,  extending  right  leg  to  the  rear- 

bend. 

2.  Recover  rapidly. 

3.  Position  of  1,  extending  left  leg. 

4.  Recover. 


FIG.  21. 

Arms  to  thrust — raise.    S.P. 

1.  Arms  forward,  raising  right  leg — thrust. 

2.  Recover. 

3.  To  the  position  of  1,  raising  left  leg. 

4.  Recover. 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover. 

(See  note  in  lesson  2,  and  Fig.  18.) 


Setting-Up     Drill  19 

Attention.     S.P. 

1.  Arms  upward,  palms  in — place. 

2.  Arms  sideward — place. 

3.  To  the  position  of  1. 

4.  Recover. 

Squatting  position — squat.    S.P. 

1.  Right  leg  sideward,  knee  stiff,  toes  depressed- 

place. 

2.  Recover.     (Alternate  with  left  leg.) 

Arms  to  thrust — raise.    S.P. 

1.  Arms  sideward,  turning  head  to  right — place. 

2.  Recover. 

3.  To  the  position  of  1,  turning  head  to  left. 

4.  Recover. 
Breathing  exercises. 

LESSON  NO.  5 

(a)  Starting  Positions. 

(b)  Arms  sideward — raise.    S.P. 

1.  Arms  upward,  rising  on  toes — raise. 

2.  Recover. 

Arms  sideward — place.    S.P. 

1.  Trunk  sideward  with  hands  on  shoulders — bend. 

2.  Recover.     (Alternate  right  and  left.) 

Hands  on  hips — place.    S.P. 

1.  Trunk  forward — bend. 

2.  Recover. 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 
(See  Fig.  16.) 


20  Mass     Physical     Training 

Arms  backward — cross.    S.P. 

1.  Head  to  the  right,  forcing  jaw  outward — turn. 

2.  Recover  rapidly.    Alternate. 

Arms  to  thrust — raise.    S.P. 

1.  Right  arm  forward,  left  arm  sideward — thrust. 

2.  Recover. 

3.  Alternate. 

4.  Recover. 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover.    (See  note  in  Lesson  No.  2  and  Fig.  18.) 

Hands  on  hips — place.    S.P. 

1.  Heels — raise. 

2.  Knees  full  bend — bend. 

3.  Position  of  1. 

4.  Recover. 

(See  Fig.  21.) 
Breathing  exercises. 


LESSON  NO.  6 

(a)  Starting  Positions. 

(b)  Arms  to  thrust — raise.    S.P. 

1.  Arms  upward,  quarter  bend  knees — place. 

2.  Recover  rapidly. 

3.  To  the  position  of  1. 

4.  Recover  rapidly. 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover.       (See     note    in    Lesson    No.    2    and 

Fig.  18.) 


Setting-Up     Drill  21 

Hands  on  hips — place.    S.P. 

1.  Knees — half  bend. 

2.  Right  leg  to  the  rear,  toe  touching  ground,  knee 

stiff — place. 

3.  Recover  rapidly  to  position  of  1. 
Alternate. 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 

Sitting  position — sit  down.  S.P.  Arms  backward 
cross.  Trunk  bending  forward,  keeping  back 
straight. 

1.  Legs  sideward — place. 

2.  Recover  rapidly. 

Sitting   position — sit   down.      S.    P. 
NOTE:    Position  as  above. 

1.  Right  leg,  toes  depressed — raise  slowly. 

2.  Recover.     (Leg  should  be  lowered  slowly  without 

striking  the  ground.) 
Alternate. 

Hands  on  hips — place.    S.P. 

1.  Hop  in  place  four  counts. 

2.  To  right — turn.    Hop  in  place  four  counts. 

3.  To  right— turn.    Hop  in  place  four  counts. 

4.  To  right — turn.   Hop  in  place  four  counts.   Front 

position. 

NOTE. — Men  count  and  continue  the  exercise. 
Breathing  exercises. 


22  Mass     Physical     Training 

LESSON  NO.  7 

(a)  Starting  Positions. 

(b)  Hands  on  hips — place.    S.P. 

1.  Head  backward,  extending  arms  downward,  keep 

chest  high — bend. 

2.  Recover. 

Arms  to  thrust — raise.    S.P. 

1.  Arms  forward,  extending  right  leg  sideward,  toes 

depressed — thrust. 

2.  Recover. 

3.  To  the  position  of  1,  extending  left  leg. 

4.  Recover. 

Hands  on  shoulders — place.     S.P. 

1.  Trunk  backward — bend. 

2.  Recover.     (See  note  in  Lesson  No.  2  and  Fig. 

18.) 

Attention— S.P. 

1.  Jump  to  side,  straddle  and  arms  sideward — place. 

2.  Arms  upward,  raise  and  trunk  forward — bend. 

3.  To  position  of  1. 

Attention.    S.P. 

1.  Front  stride,  arms  forward — place. 

2.  Arms  sideward — place. 

3.  To  the  position  of  1. 

4.  Recover.    (Alternate.) 

Side  straddle  position — hop.    S.P. 

1.  Arms  forward — place. 

2.  Body  to  right,  extending  arms  sideward — twist. 

3.  To  the  position  of  1. 

4.  Recover.     (Alternate.) 


Setting-Up     Drill 
Attention.    S.P. 


23 


To  position  leaning  rest. 

1.  Squat  with  hands  on  ground. 

2.  Stretch  legs  backward  feet  together  or  straddle. 

3.  Recover.     (Or  dip  3  times — then  recover.) 
Increase  number  of  dips  each  week. 

(See  Fig.  22.) 
Breathing  exercises. 


FIG.  22. 

LESSON  NO.  -8 

(a)  Starting  Positions. 

(b)  Arms  to  thrust — raise.    S.P. 

1.  Arms  diagonally  backward — thrust. 

2.  Arms  to  the  upward  position — forward — swing. 

3.  To  the  position  of  1. 

4.  Recover  rapidly. 


24  Mass      Physical     Training 

Hands  on  shoulders — place.    S.P. 

1.  On  toes,  extending  arms  sideward  palms  up — rise. 

2.  Recover. 

Hands  on  shoulders — place.    S.P.     \ 

1.  Trunk  backward — bend. 

2.  Recover.    (See  note  in  Lesson  No.  2  and  Fig.  18.) 

Attention.     S.P. 

1.  Right  leg  forward,  arms  forward — stretch. 

2.  Legs  sideward,  arms  sideward — stretch. 

3.  Legs  backward,  arms  upward — stretch.  • 

4.  Recover.     (Same  with  left  leg.) 

Arms  backward — cross.    S.P. 

1.  On  heels— rise.     1. 

2.  Half  bend  knees — bend. 

3.  To  the  position  of  1. 

4.  Recover. 

Leaning  rest  position — hop.    S.P. 

1.  Right  leg,  point  toes,  knee  stiff— raise. 

2.  Recover. 

3.  Same  with  left  leg. 

4.  Recover. 

Sitting  Position— sit  down.   S.P. 

NOTE:  Legs  straddled,  hands  on  hips. 

1.  Right  leg,  extending  right  arm  forward — raise. 

2.  Recover.     (Alternate.) 

Hands  on  hips — place.    S.P. 

1.  Bend  knees,  extending  arms  sideward. 

2.  Straighten  knees,  extending  arms  upward. 

3.  To  position  of  1. 

4.  Recover. 

Breathing  exercises. 


Set  ting-Up     Drill 

LESSON  NO.  9 

(a)  Starting  Positions. 

(b)  Arms  sideward — raise.     (Palms  up.)     S.P. 

1.  In  two  motions  circumduct  arms  backward. 


FIG.  23. 

Attention— S.P. 

1.  Heels — with  arms  forward,  raise. 

2.  Knees — with  arms  sideward,  palms  up,  bend, 

3.  To  position  of  1. 

4.  Recover. 

(See  Fig.  23.) 

Arms  sideward — place.     (Palms  up.)    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 
(See  Fig.  16.) 


26  Mass     Physical     Training 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover.    (See  note  in  Lesson  No.  2  and  Fig.  18.) 

Arms  sideward — raise.    S.P. 

1.  Arms  upward,  trunk  to  right — bend. 

2.  Recover.  Alternate. 

Arms  to  thrust — raise.    S.P. 

1.  Right  arm  upward,  left  arm  down — thrust. 
Alternate. 

Attention — S.P. 

1.  Flex  forearms  horizontally. 

2.  Fling  arms  sideward. 

3.  Flex  arms  as  in  1. 

4.  Recover  rapidly. 

Squatting  position — squat.    S.P. 

1.  Leaning  rest  position — hop. 

2.  Change  to  the  right  side  leaning  rest. 

3.  To  the  front  leaning  rest. 

4.  Squatting  position. 
4.  Recover.    Alternate. 

Breathing  exercises. 


LESSON  NO.  10 

(a)  Starting  Positions. 

(b)  Arms  forward — raise.    S.P. 

1.  Rise  on  toes,  arms  sideward — place. 

2.  Recover. 

3.  Rise  on  heels,  arms  upward — place. 

4.  Recover. 


Setting-Up     Drill  27 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high. 
(See  Fig.  16.) 

Hands  on  hips — place.    S.P. 

1.  Right  leg  forward,  pointing  toes  height  of  waist — 

place. 

2.  Right  leg  backward,  knee  stiff — place. 

3.  Right  leg  to  the  position  of  1 — place. 

4.  Recover.    Alternate. 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover.  (See  note  in  Lesson  No.  2  and  Fig.  18.) 

Attention— S.P. 

1.  Half  bend  knees. 

2.  Right  foot  forward,  toes  depressed — place. 

3.  Leg  to  right  side — place. 

4.  Position  of  1.     (Knees  bent.) 

5.  Recover.    Alternate. 

Arms  upward — with  straddle — place.     S.P. 

1.  Trunk  to  right  with  arms  sideward,  palms  up- 

turn. 

2.  To  position  of  1. 

3.  Same  to  left. 

4.  To  S.P. 

5.  Recover. 

(See  Fig.  24.) 

Leaning  rest  position — hop.    S.P. 

1.  Right  arm  forward,  left  leg  upward — raise. 

2.  Recover.    Alternate. 

Breathing  exercises. 


28 


Mass     Physical     Training 


LESSON  NO.  11 

(a)  Starting  Positions. 

(b)  Attention— S.P. 

1.  Arms  forward  and  upward,  palms  in — place. 

2.  Return  to  S.P. 


Full  bend  knees,  arms  sideward — raise.    S.P. 

1.  Rock  on  knees,  circumducting  arms  backward. 
(Two  motions.) 

Arms  sideward  (palms  up) — place.    S.P. 

1.  Chest — raise.     (Hold  5  seconds.) 

2.  Recover. 

Repeat  three  times,  lifting  the  chest  high.     (See 
Fig.  16.) 


Setting-Up     Drill  29 

Arms  sideward  with  straddle — place.    S.P. 

1.  Trunk  to  right  with  left  arm  upward  and  right 

arm  downward — bend. 

2.  To  S.P. 

3.  Same  to  left — right  arm  upward   and  left  arm 

downward. 

4.  To  S.P. 

5.  Recover. 

(See  Fig.  25.) 


. 


FIG.  25. 

Attention.     S.P. 

1.  Right  foot  forward,  arms  forward — place. 

2.  Right   knee,    extending    arms    sideward,   palms 

up — bend. 

3.  As  in  position  1. 

4.  Recover. 

Hands  on  hips — place.    S.P. 

1.  Trunk  to  right  with  arms  upward — bend. 

2.  Recover.    Alternate. 


30  Mass     Physical     Training 

Sitting    position — sit    down.      S.P.      (Legs    together, 
hands  on  hips.) 

1.  Arms  upward,  palms  in,   legs  to  the  straddle- 

place. 

2.  Recover. 

3.  Legs    to    the    straddle,    arms    sideward,    palms 

up — place. 

4.  Recover. 

Hands  on  shoulders — place.    S.P. 

1.  Trunk  backward — bend. 

2.  Recover.    (See  note  in  Lesson  No.  2  and  Fig.  18.) 

Breathing  exercises. 

LESSON  NO.  12 

(a)  Starting  Positions. 

(b)  Attention— S.P. 

>  1.  Arms  forward,  rising  on  toes — place. 

2.  Recover. 

3.  Arms  sideward,  rising  on  toes — place. 

4.  Recover. 

5.  Arms  upward,  rising  on  toes — place. 

6.  Recover. 

Arms  to  thrust — raise.    S.P. 

1.  Arms  forward,  half  bend  knees — thrust. 

2.  Recover. 

3.  Arms  upward,  rising  on  toes — stretch. 

4.  Recover. 

Arms  upward  with  straddle — place.     S.P. 

1.  Trunk  sideward — bend. 

2.  To  S.P. 

3.  Same  to  left. 

4.  To  S.P. 

5.  Recover. 

(See  Fig.  26.) 


Setting-Up     Drill  31 

Arms  to  thrust — raise.    S.P. 

1.  Side    straddle    position — hop,    arms    upward — 

place. 

2.  Arms  downward  between  legs  full  trunk  bending 

—swing. 

3.  To  position  of  1. 

4.  Recover. 


FIG.  26. 

Arms  backward — cross.    S.P. 

1.  Trunk   to   right,    raising   chest    and    inhaling — 

twist. 

2.  Recover. 

3.  To  the  left  as  in  1 — twist. 

4.  Recover. 


32  Mass     Physical     Training 

Sitting  position — sit  down.    S.P. 

NOTE:    Hands  placed  in  rear,  fingers  pointing  back- 
ward, palms  down. 

1.  Raise  body  from  the  ground  to  the  back  leaning 

rest  position. 

2.  Recover. 

(See  Fig.  27.)  . 


FIG.  27. 

Arms  upward — place.    S.P. 

1.  Trunk — bend,  describing  full  inward  circle  with 

arms. 

2.  Recover  the  position  of  1. 

Breathing  exercises. 

INDIVIDUAL  CORRECTIVE  GYMNASTICS 

The  recruit  accepted  by  the  Army  surgeons  may  be  regarded 
as  oil  the  whole  physically  normal.  In  spite  of  the  physical 
examination,  however,  a  certain  percentage  of  recruits  will  be 
found  deficient  in  some  respect  or  another,  such  as  flat  chest, 
hollow  back,  round  shoulders,  flat  feet,  etc.  In  the  great 
majority  of  cases  a  well  administered  course  of  physical  train- 


Setting-Up     Drill  33 

ing,  with  due  emphasis  upon  those  movements  that  improve 
posture,  will  correct  most  of  these  deficiencies  in  a  remarkably 
short  time.  For  this  reason  it  will  not  be  necessary  to  prescribe 
special  individual  exercises  for  any  of  these  conditions  excepting 
for  weak  feet  or  those  that  may  have  broken  down  in  service. 
For  these  cases  the  following  movements  have  proved  most 
beneficial.  They  should  be  done  without  shoes  or  better  still 
while  the  feet  are  bare. 

A.  1.     Position  of  attention.    Toes  together,  move  heels  a 
little  apart,  rise  on  toes. 

2.  Lower  weight  slowly. 

B.  1.     Position  of  attention.     Toes  together,  heels   a  little 
apart,  rise  on  the  outer  borders  of  feet,  knees  straight. 

2.  Return  slowly. 

C.  Walk  on  outer  borders  of  the  feet. 

D.  Stand  with  toes  projecting  over  edge  of  step.      Curl, 
extend,  and  spread  the  toes. 

E.  Flexion  and  extension  of  the  foot. 

F.  Raise  heels  and  walk  on  toes.    Soldier  should  rise  as  high 
as  possible  on  the  balls  of  the  feet  with  the  toes  pointed  in. 

G.  Practice  walking  for  short  distances  with  toes  pointed 
in  and  with  most  of  the  weight  on  the  outer  borders  of  the  feet. 

H.  Soldier  seated.  Circling  inward  of  the  foot.  Keelson 
the  floor  as  a  pivot.  Move  the  feet  outward — 1;  downward 
and  together — 2;  and  upward — 3. 

I.  Soldier  seated.     Flexion  and  extension  of  the  ankle. 

The  foregoing  movements  are  not  only  valuable  for  the  pre- 
vention of  flat  feet,  but  are  also  very  useful  in  strengthening 
arches  that  tend  to  break  down  under  service  conditions. 


CHAPTER  III 

Games  Adapted  for  Use  as  a  Part  of  the  Formal  Drill 

Period 

GROUP  GAMES  AND  MASS  ATHLETICS 

Group  games  and  mass  athletics  are  particularly  valuable 
as  a  part  of  the  military  training  program  because  they  develop 
to  a  high  degree  mental  and  physical  alertness.  Many  of  them 
are  adapted  for  use  in  the  formal  drill  period  in  regular  forma- 
tion. They  give  variety  and  additional  interest  to  the  regular 
day's  work. 

Even  in  simple  competitions,  the  soldier  is  confronted  by 
unexpected  situations  in  the  progress  of  the  game.  In  his 
effort  to  adapt  himself  promptly  and  successfully  and  to  do  the 
thing  which  will  be  an  effective  response  to  the  situation,  he  is 
receiving  a  training  in  discrimination  and  accuracy  of  action 
which  tends  to  develop  smartness,  quickness  of  decision,  and 
the  ability  to  act  effectively  after  making  the  decision.  In  other 
words,  the  rapidly  changing  conditions  in  the  games  serve  to 
give  him  orders  which  are  even  more  effective  than  the  spoken 
order  in  stimulating  a  smart  response.  Moreover,  experience 
in  competitive  games  makes  the  soldier  shifty,  stimulates  a 
lively  determination,  and  gets  him  in  the  habit  of  exerting  him- 
self to  the  utmost  when  in  action. 

It  was  demonstrated  during  the  war  that  nothing  was  so 
valuable  as  competitive  games  in  keeping  alive  the  interest  of 
the  men  and  in  preventing  discontent  and  homesickness  during 
a  long  training  period  or  after  a  protracted  tour  of  duty  in  the 
front  lines. 

The  games  selected  are  those  which  are  easily  learned,  which 

require  the  simplest  equipment  or  none  at  all,  and  which  have 

met  the  test  of  actual  experience  under  service  conditions. 

They  require  a  simple  form  of  organization  and  have  been 

34 


GroupGames  35 

selected  because  of  their  simplicity,  popularity,  and  educational 
value,  from  among  the  hundreds  that  have  been  tried  out  in 
the  Army. 

These  games  are  divided  into  three  general  classes: 

1.  Those  that  can  be  used  without  modification  of  the  ordi- 
nary squad,  platoon  or  company  formation,  as  a  part  of  the 
formal  work  during  a  drill  period. 

2.  Those  that  are  more  adapted  for  use  in  the  supervised 
athletic  period;  and 

3.  Stunts  and  informal  contests  that  may  be  used  by  the 
soldiers  during  their  leisure  time. 

It  will  be  noted  that  all  of  the  games  listed  in  Class  I  can 
be  used  during  the  supervised  athletic  period.  The  games 
comprising  the  three  classes  follow: 

CLASS  i— GAMES  ADAPTED  FOR  USE  AS  PART  OF  REGULAR 
DRILL  PROGRAM 

i.  Medicine  Ball  Relay.  EQUIPMENT  NEEDED:  One  medi- 
cine ball  for  each  team  participating.  (Any  kind  of  ball  or 
similar  object  can  be  used  in  place  of  the  medicine  balls.)  FOR- 
MATION: Column  of  files  about  six  feet  apart,  each  made  up  of 
an  equal  number  of  men.  Players  in  the  stride  stand  position 
with  the  ball  on  the  line  in  front  of  the  first  contestant.  The 
man  at  the  head  of  each  column  should  be  indicated  in  some  well- 
defined  way  such  as  wearing  no  O.  D.  shirt.  At  the  start  the 
ball  is  rolled  back  (or  object  passed)  between  the  legs  of  the 
contestants  in  the  column  until  it  reaches  the  back  of  the 


FIG.  28. 


36  Mass     Physical     Training 

column.  There  it  is  picked  up  by  the  end  man  who  carries  it 
forward  on  the  left  (or  right)  side  of  his  column  to  the  distance 
line,  which  he  must  touch.  He  then  returns  to  the  front  of  his 
column  where  he  faces  about  and  starts  the  ball  (or  passes  the 
object)  back  between  his  own  legs  toward  back  of  the  column 
where  it  is  picked  up  by  the  end  man  who  repeats  the  perform- 
ance of  the  preceding  end  man.  After  every  man  has  carried 
the  ball  forward  the  last  man  finishes  the  race  when  he  crosses 
the  distance  line  (Fig.  28). 

2.  Sprint  Relay.     No  EQUIPMENT  NEEDED,    FORMATION: 
Column  of  files.     The  first  man  of  each  column  runs  to  (or 
around)  a  given  point  and  returns  to  starting  line,  where  he 
hands   baton    (belt,   handkerchief,   stick,   or  any   other  small 
object)   to  the  second  man  of  his  column.     The  second  man 
repeats  the  run  and  brings  baton  back  to  third  man.    Continue 
in  like  manner  until  all  men  have  run.     Men  fall  in  line  in 
order  at  the  foot  of  their  respective  columns  immediately  after 
finishing  their  runs.     Men  must  receive  baton  at,  or  back  of, 
starting  line.    The  last  man  of  each  column  should  be  indicated 
in  some  well-defined  way  such  as  wearing  no  O.  D.  shirt. 

3.  Jump  Belt  Relay.    EQUIPMENT  NEEDED  :   One  stout  stick 
about  four  feet  long  for  each  team,  or  two  belts  joined  together. 
FORMATION:    Column  of  files  about  six  feet  apart.     Each  col- 
umn should  be  made  up  of  an  equal  number  of  men.     The 
No.  1  man  of  each  column  runs  forward  with  belt  and  touches 
it  to  a  given  point,  returns  and  hands  one  end  to  No.  2,  who 
has  stepped  off  to  one  side  of  the  line.    These  two  men,  one  on 
each  side  of  the  line,  then  carry  the  belt,  close  to  the  ground, 
while  they  run  back  toward  the  end  of  the  line.     The  men  in 
the  line  jump  over  the  belt  as  it  comes  to  them.    After  the  last 
man  in  the  line  has  jumped  over  the  belt,  No.  1  lets  go  the  belt 
and  takes  his  place  at  the  end  of  the  line.    No.  2  carries  the 
belt  forward  to  the  given  point,  returns  to  the  front  of  the  line 
and  carries  the  belt  back  with  No.  3  holding  the  other  end. 
This  is  continued  until  the  last  man  has  tagged  the  forward  point. 

4.  Marching  Tag.     No  EQUIPMENT  NEEDED:    Two  base 
lines  50  feet  apart.     The  group  is  broken  up  into  two  units. 


Group     Games  37 

These  units  form  in  company  front  behind  their  base  line  facing 
each  other.  Unit  No.  1  marches  forward  in  this  formation  and 
continues  so  to  march  until  a  whistle  is  blown.  The  whistle  is 
the  signal  for  No.  1  to  break  ranks  and  run  back  to  their  base 
line  before  the  men  forming  unit  No.  2  can  tag  them.  No.  2 
men  must  stand  at  attention  until  the  whistle  is  blown. 
Every  man  tagged  before  crossing  his  base  line  must  line  up 
with  No.  2.  Unit  No.  2  then  marches  forward  until  a  whistle  is 
blown,  and  is  chased  back  behind  its  base  line  by  group 
No.  1.  The  line  having  the  largest  number  of  players  after  an 
equal  number  of  trials  wins  the  game. 

NOTE. — The  officer  in  charge  should  judge  distances  care- 
fully, and  should  gradually  permit  the  marching  line  to  approach 
closer  and  closer  to  the  tagging  line  before  blowing  the  whistle. 
The  marching  distances  should  be  as  nearly  as  possible  the  same 
for  both  teams. 

NOTE. — A  good  modification  of  the  game  is  to  have  the 
tagging  line  stand  with  their  backs  toward  the  marching  line, 
thereby  necessitating  a  quick  turn  around. 

5.  Human  Tug  of  War.    No  EQUIPMENT  NEEDED,  FORMA- 
TION:  Column  of  files  facing  each  other.    Players  stand  close 
together,  arms  placed  about  waist  of  man  in  front  (grasping 
left  wrist  with  right  hand  is  the  strongest  grip).    Leading  man 
of  each  team  grasps  opponent  about  neck  and  shoulders.    Team 
breaking  first  or  having  one  or  more  men  pulled  over  the  line 
separating  the  two  teams  after  thirty  seconds,  is  the  loser. 

6.  Company  Rescue  Race.     No  EQUIPMENT  NEEDED:  By 
two  or  more  units  (platoons  or  companies).    The  front  rank  of 
each  company  is  on  the  ground  25  yards  away.    On  signal,  the 
rear  rank  runs  up  and  carries  the  front  rank  to  the  rear  rank's 
starting  mark.    Event  can  also  be  run  against  time. 

7.  Regulation    Equipment    Race.      EQUIPMENT    NEEDED: 
Rifle,  bayonet,  and  scabbard.     Field  service  uniform:  blouse, 
shirt,  breeches,  leggins,  shoes,  campaign  hat,  and  belt.    Shoes 
are  placed  on  ground  at  scratch,   leggins  on  25-yard  mark, 
blouse  and  hat  at  50-yard  mark,  rifle  bolt  out  and  firing  pin  out 
at  100-yard  mark,  other  accoutrements  may  be  added.     Con- 


38  Mass     Physical     Training 

testants  lie  with  their  backs  flat  on  the  ground  with  their  heads 
just  back  of  their  shoes  and  feet  pointing  away  from  the  start- 
ing line.  At  starting  signal  each  man  will  put  on  his  shoes,  and 
run  to  the  25-yard  mark,  put  on  his  leggins,  continue  on,  stop- 
ping at  each  point  and  putting  on  the  equipment  at  that  point. 
After  assembling  bolt  and  placing  it  in  the  rifle,  each  man  will 
run  back  to  the  starting  line,  and  stand  at  attention.  Con- 
testants will  not  leave  any  of  the  points  until  the  equipment  at 
that  point  is  properly  adjusted. 

8.  Obstacle  Race.    EQUIPMENT  NEEDED:  100-yard  course 
arranged  as  indicated  below.     Sprint  10  yards  to  a  three-foot 
hurdle;  sprint  15  yards  to  a  smooth  wire  entanglement  10  feet 
wide  (arms  must  be  folded  while  crossing  entanglement;  hands 
may  not  be  used) ;  sprint  15  yards  to  a  ramp  5  feet  high  imme- 
diately joining  which  is  a  trench  10  feet  wide  and  3  feet  deep; 
sprint  15  yards  to  a  plank  bridge  1  foot  wide  (over  a  shallow 
trench  20  feet  wide) ;  sprint  15  yards  to  an  8-foot  smooth-faced 
fence;  sprint  to  finish.     (See  Figs.  119,  120,  121.) 

NOTE. — Obstacle  race  should  be  run  in  three  ways  according 
to  stage  of  training,  for  instance:  (1)  without  equipment  and 
rifle,  (2)  with  rifle,  (3)  with  light  marching  equipment  and  rifle. 

NOTE. — Course  can  be  arranged  so  that  this  race  may  be 
modified  in  various  ways  so  that  natural  obstacles  can  be  used. 

9.  Over  the  Top.     No  EQUIPMENT  NEEDED,  FORMATION: 
Front  rank  facing  rear  rank.     A  separating  line  should  be 
drawn  between  the  two  ranks.    A  parallel  line  should  be  drawn 
ten  yards  back  of  either  side  of  the  separating  line.    Each  man 
of  rear  rank  must  keep  one  foot  in  contact  with  separating  line 
until  starting  signal  is  given.     OBJECT  OF  GAME:   Front  rank 
fight  their  way  back  to  the  line  behind  the  rear  rank.    The  rear 
rank  acts  as  defender.    As  soon  as  any  man  succeeds  in  crossing 
the  rear  line  he  has  gone  "over  the  top"  and  can  no  longer  be 
molested.      (Grasping    the    clothing,    kicking,    and    securing 
strangle  and  harming  holds  not  allowed.)    At  signal,  game  stops 
and  the  number  of  front  rank  men  who  have  succeeded  in 
getting  back  of  the  rear  rank's  goal  line  or  "over  the  top" 
are  counted.     Continue  game  with  rear  rank  as  offensive  and 


Group     Games 


39 


front  rank  as  defensive  unit.  Team  getting  largest  number 
"over  the  top"  in  a  given  number  of  periods  of  equal  duration 
wins.  Time  of  each  period  should  be  about  one  minute. 

The  foregoing  games  are  only  a  few  that  are  adapted 
for  use  in  the  regular  drill  program.  Games  No.  10  to  93  are 
described  in  Chapter  XI,  pages  149  to  175.  Consult  pages 
149  and  150  for  suggestions  regarding  the  proper  administration 
of  athletic  games. 


CHAPTER  IV 

Quickening  and  Skirmishing  Exercises 

To  train  men  to  move  forward  in  stooped,  bending  or  crawl- 
ing positions,  and  to  accustom  the  soldier  to  certain  conditions 
and  positions  necessary  in  trench  warfare  and  skirmishing,  exer- 
cises bringing  into  play  muscles  not  generally  used  have  been 
adopted.  These  exercises  were  used  in  the  French  army  by 
trainers  to  prepare  athletes  for  special  events,  and  have  been 
adapted  to  the  training  of  the  soldier  in  moving  without 
fatigue  in  a  bending,  stooping  or  crawling  position.  These 
movements  are  known  as  skirmishing  exercises. 

Another  group  includes  the  quickening  movements  success- 
fully employed  in  bayonet  schools.  These  drills  place  the 
emphasis  upon  cor  centration  of  attention,  quick  thinking  and 
instant  execution.  Quickening  exercises  should  be  simple, 
of  brief  duration,  and  the  element  of  competition  should 
be  introduced. 

QUICKENING  EXERCISES— FORMATION  FOR 
INSTRUCTION 

The  unit  should  be  formed  in  a  large  circle  around  the  officer 
in  charge,  not  more  than  32  men  in  a  circle.  (A  circle 
of  32  men  six  feet  apart  radiates  about  10  yards  from 
the  officer.) 

The  unit  being  in  column  of  squads:  At  the  command— 
"Form  a  circle — MARCH"  the  front  rank  faces  right,  and  in 
double  time  proceeds  down  the  right  flank  of  the  unit,  each 
rank  facing  right  and  falling  in  behind  as  the  running  column 
passes.  As  the  head  of  the  column  passes  the  end  of  the  unit  it 
bears  to  the  right,  running  in  a  large  circle  with  intervals  of 
six  feet  distance  between  the  men. 

At  the  finish  of  the  exercises,  to  get  the  men  back  to  the 
original  formation,  give  the  command  "TO  YOUR  PLACES — 
MOVE."     As  in  the  quickening  exercises,  the  men    return, 
running  at  full  speed,  to  the  original  formation. 
40 


Quickening     and     Skirmishing       41 

SUGGESTIONS 

1.  The  men  follow  one  another  six  feet  apart  in  a  large 
circle  around  the  officer  controlling  in  center. 

2.  The  word  "GO"  is  used  as  the  command  of  execution, 
after  the  name  of  the  exercise  is  given.    The  command  "RE- 
LAX" means  to  discontinue  the  special  exercise  and  simply 
walk  in  an  easy  position,  not  necessarily  keeping  step. 


3.  Avoid  fatigue  by  giving  no  more  than  ten  seconds  at  a 
time  to  an  exercise,  and  by  selecting  in  rotation  one  exercise 
from  the  standing  group,  one  from  the  squatting  group,  and 
one  from  the  bending  group:   giving  a  "RELAX"  period  of 
about  twenty  seconds  between  each  two  exercises. 

4.  Put  snap  and  speed  into  the  commands  and  exercises. 
Finish  with  a  run  over  nearby  obstacles,  following  the  leader,  in 
and  over  trenches,  over  fences,  climbing  trees,  etc. 

EXERCISES 

1.  INDIAN  WALK — Walk  forward  with  trunk  bent  forward, 
knees  slightly  bent,   trailing  tips  of    fingers  on  the  ground 

(Fig.  29). 


42  Mass     Physical     Training 

2.  TOE  WALK — Knees  stiff,  walk  on  toes  with  short,  rapid 
steps.     Walk  forward  and  backward. 

3.  CRAWL — Forearms    on    ground,    legs    straddle    behind; 
crawl  forward,  resting  on  forearms  and  inside  of  feet  and  knees. 
As  right  forearm  goes  forward,  the  left  knee  is  brought  up  side- 
ways.   Keep  hips  near  the  ground. 

4.  ALL  FOURS — Hands  and  feet  on  ground,  run  forward, 
sideward  or  backward. 


• 


FIG.  30. 

5.  CROUCH  RUN — Run  with  knees  bent  and  back  stooped 
forward,  as  if  in  a  shallow  trench,  arms  hanging  loosely. 

6.  FROG  JUMP — On  hands  and  feet  imitate  a  frog  jumping 
but  land  on  feet  with  legs  apart. 

7.  HAND  KICK — From  hands  on  hips  position  raise  right 
arm  forward,  shoulder  high,  kick  hand  with  right  foot;  repeat 
with  left,  walking  forward. 

8.  SQUAT  JUMPS — Hands  on  hips.    Small  jumps  forward  in 
squat  position. 

9.  FLEX   STEP — From  hands-on-hips    position    raise  knee 
waist  high,  straighten  out  knee,  pointing  toe  to  the  front;  step 
forward,  touching  toe  to  ground  before  heel;  done  very  slowly. 

10.  HEEL  TOUCH  WALK — Step  forward,  bend  body  back- 


Quickening     and      Skirmishing       43 

ward,    touch    right    heel    with    right    hand;    repeat    same    to 
left;  continue. 

11.  STRADDLE  LEAPS — Leap  forward  from  side  to  side  as  if 
clearing  muddy  spots  in  center. 

12.  DUCK  WADDLE — Squat  position,  arms  to  thrust,  trunk 
erect.    Walk  forward  (Plate  30). 


FIG.  31. 

13.  TOE  TOUCH  WALK — From  hands-on-hips  position  walk 
forward  right  hand  touching  right  foot,  and  left  hand  touching 
left  foot  at  each  step,  keeping  knees  stiff  as  possible. 

14.  BEAR  GALLOP — Similar  to  "Frog  Jump,"  but  land  with 
feet  between  hands. 

15.  RIGHT  (LEFT)  FOOT  HOP — Hop  forward  on  one  foot 
with  other  foot  raised  to  the  rear.     Two,  four  or  eight  times 
each  foot. 

16.  FORWARD  JUMPS — Jump  high  from  both  feet,  swinging 
arms    forward,    upward    or    sideward.      On    landing,    arms 
come  down. 

17.  CRANE  WALK — Trunk  bent  forward,  hands  on  hips, 
walk  forward,  raising  knees  to  chest  with  each  step  (Fig.  31). 


44  Mass     Physical     Training 

18.  FEET  SPREAD  AND  CLOSE — Jump  forward,  alternately 
spreading  and  bringing  feet  together.     Hands  clap   overhead 
when  feet  are  spread  and  clap  sides  when  feet  are  together. 

19.  HOPPING  MOVEMENT — From  the  position  of  hands  on 
hips  hop  on  toes  turning  to  right  on  each  fourth  count. 

20.  GOOSE    STEP — From    the   position    of  hands   on  hips 
swing  the  left  leg,  knee  stiff,  toe  pointed  out,  waist  high.      On 
the  second  count  the  leg  is  lowered,  the  toes  touching  the 
ground  before  the  heel,  walking  forward.     Repeat  with  the 
right  leg  and  continue. 

21.  AUTOMATON  WALK — Walk  forward  swinging  the  ex- 
tended left  leg  knee  high.    At  the  same  time  swing  the  right 
arm,  elbow  straight,  shoulder  high.    In  the  same  manner  walk 
forward  swinging  the  right  leg  and  left  arm. 

22.  BUCKING  BRONCHO — From  all  fours  imitate  a  bucking 
broncho,  jumping  from  feet  to  hands  alternately. 

23.  BEAR  WALK — Place  hands  on  ground,  drawing  the  legs 
up,  knees  stiff,  as  far  as  possible  under  the  body.     Walk  for- 
ward moving  the  left  foot  and  left  hand  in  cadence  and  the 
right  foot  and  right  hand. 

24.  BuTTOCK^jQcK — From  the  position  of  hands  on  hips, 
leap  into  fneair  and  strike  buttocks  with  both  heels.    Alight 
on  toes. 

25.  SIMULATED  JUMP — Raise  arms  forward,  rising  on  toes, 
swing  arms  downward,  full  bend  knees,  swing  arms  forward 
rising  on  toes  to  the  erect  position,  swing  arms  downward  to 
the  position  of  attention. 

26.  QUICK   STEP — Walk   in   fast   cadence,    140   steps   per 
minute,  taking  about  a  20-inch  step. 

27.  FLEXION  STEP — Walk  forward  with  about  a  36-inch 
step.    Lean  body  forward,  keep  foot  close  to  ground,  bending 
knee  of  leading  leg  and  straightening  knee  of  rear  leg. 

28.  FLEXION  STEP  WITH  PAUSE — Same  as  in  Flexion  Step 
(27)  except  after  taking  step  forward,  pause,  bend  and  touch 
ground  with  the  knee  and  inside  of  heel  of  rear  leg. 


Quickening     and     Skirmishing      45 

QUICKENING  EXERCISES 

1.  "OuT  OF  MY  SIGHT"  means  that  the  men  drop  their 
rifles,  boxing  gloves  or  whatever  they  have  in  their  hands  and 
dash  for  the  nearest  tree  or  hole  where  they  can  hide.     Any 
man  in  sight  is  singled  out  by  the  officer  in  charge  and  made  to 
feel   conspicuous.     The  same  command  prefixed  by   "WiTH 
YOUR  RIFLES"  means  that  pieces  are  carried  by  the  men  as 
they  hide. 

2.  "To  YOUR  PLACES,"  emphasized  by  "Don't  be  last," 
brings   the   men   back   at  full   speed   to  resume  their  inter- 
rupted work. 

3.  "Six  FEET  OFF  THE  GROUND"  signifies  vigorous  climb- 
ing up  the  nearest  tree  or  fence. 

4.  "FLAT  ON  THE  GROUND"  or  "ON  ALL  FOURS"  means  a 
sudden  dropping  to  the  ground  and  absolute  silence  in  the  posi- 
tion described  by  the  command. 

5.  "OPPONENTS  RIFLE,"  given  during  bayonet  drill  causes 
every  man  to  drop  his  own  rifle,  rush  across  and  pick  up  that 
of  his  opponent,  coming  to  the  "On  guard"  position  at  once. 

6.  "!N  THE  TRENCH"  is  self-explanatory,  meaning  that  the 
men  are  to  drop  into  the  nearest  trench. 

7.  "OuT  OF  THE  TRENCH"  is  the  signal  to  climb    out    of 
the  trench. 

8.  "FEET  OFF  THE  GROUND"  can  be  performed  by  standing 
on  some  object  or  hanging,  but  is  more  readily  performed  by 
lying  on  back. 

9.  "ToucH  IRON"  starts  the  men  looking  for  some  piece  of 
metal  to  touch. 

Occasionally  the  officer  in  charge  should  give  a  new  com- 
mand before  one  recently  given  has  been  completed.  For 
instance,  to  call  "FLAT  ON  GROUND"  when  men  are  running  for 
the  timber  to  get  out  of  sight,  calls  for  quick  thinking. 

10.  FOLLOW  THE  LEADER — Another  effective  method  for 
conducting    quickening   exercises   is   known    as    "Follow    the 
Leader."    This  work  is  carried  on  as  follows:   With  the  unit  in 
open  formation,  the  officer  in  charge  calls  "Follow  me,"  and 


46  Mass     Physical      Training 

then  proceeds  to  move  arms,  legs  and  body  to  various  positions. 
Any  of  the  fundamental  physical  drill  positions  may  be  used. 
While  it  is  possible  to  use  body  and  leg  movements,  the  most 
satisfactory  are  those  in  which  the  arms  alone  take  part.  The 
officer  in  charge  should  choose  his  movements  out  of  considera- 
tion for  the  expertness  of  the  unit.  There  should  be  pauses 
over  varying  lengths  of  time  at  each  position  to  allow  the 
tardy  members  of  the  unit  to  get  to  a  new  position.  All  move- 
ments should  be  made  with  the  utmost  speed  and  snap. 

11.  COMMAND  DRILL — Another  method  that  is  tremend- 
ously effective  in  neuromuscular  development  is  that  known  as 
the  "Command  Drill."  This  drill  is  known  under  several 
other  titles,  and  is  carried  on  under  varying  conditions,  being 
popular  with  athletic  coaches. 

In  this  drill  the  officer  in  charge  calls  in  rapid  succession  the 
position  he  wants  the  group  to  assume.  For  this  work  the 
group  may  be  arranged  in  any  open  order  formation  that  is  com- 
monly used.  The  members  of  the  group  should  move  as  pre- 
cipitously as  possible  from  one  position  to  another  in  the  short- 
est and  quickest  way.  The  officer  in  charge  should  not  hesitate 
to  call  down  the  laggards  and  lazy  members  of  the  unit,  for  the 
value  of  the  work  lies  primarily  in  the  snap  the  group  develops. 

The  common  positions  or  movements  used  in  this  drill  are: 

a.  Sit  Sit  on  ground. 

b.  Kneel  Kneel  on  ground. 

c.  Belly  Lie  on  ground,  face  down. 

d.  Back  Lie  on  ground,  face  up. 

e.  Squat  Squat. 

f .  Roll  right     Lying  on  back  or  belly,  make  complete 

roll  to  right. 

g.  Roll  left        Opposite  of  roll  right, 
h.  Roll  front     Do  forward  roll. 

i.  One  foot       Stand  on  one  foot. 

j.  Head  Stand  on  head. 

k.  Stand  Stand  on  both  feet. 


Quickening      and      Skirmishing       47 

The  above  nomenclature  is  so  self-explanatory  that  it  is  not 
necessary  to  further  elaborate  the  same  with  more  detailed 
descriptive  matter.  After  one  trial,  the  men  very  rapidly  get 
the  idea. 

Other  exercises  may  be  devised  by  the  ingenious  officer. 

12.  CROWS  AND  CRANES — Of  the  various  quickening  drills 
in  use,  that  known  as  "Crows  and  Cranes"  is  perhaps  the 
most  popular. 

The  method  for  carrying  on  this  work  is  to  divide  the  unit 
into  two  groups,  one  known  as  "Crows"  and  the  other  as 
"Cranes."  The  officer  in  charge  instructs  the  unit  to  do  a 
specific  thing,  and  then  indicates  the  group  that  is  to  carry  out 
the  command — either  "Crows"  or  "Cranes."  This  work  is 
made  more  effective  by  rolling  the  "r"  in  giving  the  command 
of  execution,  and  then  finally  snapping  out  the  end  of  the 
word.  For  instance:  "C-r-r-r-r-anes,"  "C-r-r-r-r-ows."  Only 
the  part  of  the  unit  designated  executes  the  movement;  the 
balance  should  remain  at  attention.  Example,  "Forward  Roll, 
C-r-r-r-r-ows."  Those  who  respond  to  the  command  wrongly 
should  get  back  to  their  proper  position  as  rapidly  as  possible. 

The  common  positions  and  movements  used  in  this  drill  are : 

a.  Sit  Sit  on  ground. 

b.  Stand.  Stand  up. 

c.  Turn  right  Jump  in  air,  make  one  full  turn 

right. 

d.  Turn  left  Opposite  to  turn  right. 

e.  Mount  Climb  on  hips  of  the  other  group. 

f .  Dismount  Drop  off  hips  of  other  group. 

g.  Forward  fall       Fall  forward, 
h.  Jump  forward     Jump  to  front. 

i.  Touch  toes          Jump  off  ground  and  touch  toes, 
j.  Touch  heels         Jump  off  ground  and  touch  heels, 
k.  Run  The  group  called  runs  twenty -five 

yards,  and  others    attempt    to 

catch  them. 


48  Mass     Physical     Training 

This  method  may  also  be  varied  by  giving  the  command  odd 
and  even  numbers  "Do  this  or  that,"  i.e.,  "Odd  numbers- 
Squat/5  "Even  numbers — Out  of  my  sight." 

13.  O'GRADY — From  the  formation  of  column  of  squads  the 
officer  in  charge  gives  certain  movements  in  close  order  drill 
prefixing  the  words  "O'Grady  says,"  i.e.,  "O'Grady  says- 
Forward  March."    From  time  to  time  he  will  attempt  to  con- 
fuse the  unit  by  omitting  the  words  "  O'Grady  says."    Any  man 
who  executes  a  command  incorrectly  given  is  made  to  run  the 
gauntlet  or  double  time  a  short  distance  in  front  of  the  unit. 

14.  FALSE  LEAD  METHOD — Another  method,  somewhat  a 
combination  of  the  signal  and  command  system,  is  that  which 
has  been  called  the  "False  Lead."    In  this  system  the  officer  in 
charge  mixes  correct  commands  with  the  incorrect  commands 
or  signals,  the  group  being  instructed  to  follow  only  those  com- 
mands that  are  correct.    For  instance,  the  group  may  be  stand- 
ing with  their  feet  apart  when  the  officer  in  charge  commands 
"Feet  apart.     Jump."     A  large  proportion  of  the  group  will 
make  the  mistake  of  jumping  their  feet  together.    Of  course, 
they  should  make  every  effort  to  get  back  to  their  proper 
position  at  once.    Or  the  officer  in  charge  might  jump  his  feet 
together,  without  giving  the  command  for  the  same.    A  large 
portion  of  the  group  will  follow  his  example.    They  are  wrong, 
of  course. 

The  idea  of  this  drill  is  to  develop  mental  alertness  and  dis- 
crimination, so  that  the  men  will  gain  steadiness  and  the  ability 
to  act  correctly  in  rapidly  changing  situations.  The  officer  in 
charge  possessed  of  originality  will  think  of  many  tricks  that 
will  add  to  the  usefulness  of  this  drill. 


CHAPTER  V 

Personal  Contact  Drills 

Experience  in  wrestling  and  hand-to-hand  fighting  has  a 
double  value  in  military  training.  In  the  first  place,  this  train- 
ing gives  the  recruit  practice  in  personal  combat,  as  a  result  of 
which  he  learns  how  to  handle  his  opponent  and  how  to  apply 
his  own  strength  to  the  best  advantage.  He  learns  to  think 
quickly  and  to  become  alert  and  skilful  in  taking  advantage  of 
openings.  He  gains  confidence  in  himself  and  feels  that  he  is 
capable  of  making  a  good  showing  under  any  conditions.  This 
confidence  in  his  own  powers  tends  to  make  the  recruit  more 
determined  and  aggressive  in  any  form  of  combat,  thus  improv- 
ing his  morale  and  his  value  as  a  fighting  man.  Further,  a  well 
grounded  knowledge  of  a  few  selected  hand-to-hand  fighting 
holds  and  disarming  methods  is  of  great  value  in  patrol  duty, 
trench  raids,  or  whenever  in  any  emergency  the  soldier  finds 
himself  unarmed  and  confronted  by  an  armed  opponent. 

Nothing  is  so  important  as  confidence  and  determination  in 
fighting  with  or  without  weapons,  and  a  very  slight  advantage 
in  skill  or  quickness  gives  the  victory.  The  value  of  the  mental 
preparedness  and  poise  that  arrives  from  repeated  experience 
in  personal  contests  cannot  be  overestimated. 

EXERCISES  PREPARATORY  FOR  HAND-TO-HAND  FIGHTING 

The  following  exercises  will  be  found  useful  as  a  means  of 
giving  recruits  experience  in  personal  contests  which  will 
develop  strength,  skill  and  speed  in  working  with  an  opponent. 

It  is  essential  that  these  exercises  shall  be  executed  with 
snap  and  accuracy. 

The  exercises  are  conducted  with  the  unit  in  the  usual  for- 
mation; that  is,  platoon  or  company  front,  the  front  rank 
having  about-faced.  All  these  exercises  should  be  executed 
at  command. 

49 


50 


Mass      Physical     Training 


In  personal  contact  drills  the  command  comes  from  the 
officer  in  charge,  but  the  opponent  strives  to  prevent  each 
individual  from  gaining  the  purpose  of  the  hold  after  it  has  been 
taken  following  the  command;   consequently,   the  soldier  is 
taught  to  carry  out  orders  in  the  face  of  opposition.     This 
develops  within  him  the  feeling  of  conquest.    Further,  it  devel- 
ops aggressiveness  and  an  ability  to  meet  opposition  success- 
fully.    All  of  the  follow- 
ing   suggested    drills 
should  be  carried  out  in 
formation  —  the  platoon 
is  the  best  unit. 

Class  Formation :  Men 
fall  in  in  column  of  squads, 
execute  right  face,  then 
first  and  third  ranks  exe- 
cute about  face.  The 
men  on  defense  will  not 
use  their  hands  but  will 
resist  by  bracing  them- 
selves, feet  well  spread. 
.Those  on  offense  will 
place  their  hands  as  di- 
rected in  the  following  commands.  The  officer  in  charge  will 
use  a  whistle  to  start  and  stop  the  different  events. 

1.  Hand  Tug  of  War:   Men  face  each  other  with  left  (or 
right)  foot  advanced.    Grasp  right  (left  or  both)  hands  and  at 
the  command  each  man  attempts  to  pull  his  opponent  across 
the  line  midway  between  the  two  ranks  (Fig.  32). 

2.  Neck  Tug  of  War:   Men  interlace  fingers  behind  oppo- 
nent's neck.    On  command  each  man  attempts  to  pull  his  oppo- 
nent across  a  line  ten  feet  back  of  the  starting  line  (Fig.  33) . 

3.  Squatting  Tug:    Contestants  sit  on  the  ground  facing 
each  other,  legs  extended,  soles  of  the  feet  touching.     Oppo- 
nents grasp  hands  or  a  short  pole  about  three  feet  long.    Pole 
is  grasped  by  each  man  with  the  right  hand  at  one  end  and  the 
left  hand  inside  of  and  close  to  opponent's  right  hand  at  the 


FIG.  32. 


Personal     Contact     Drills 


51 


other  end.  The  object  is 
to  pull  the  opponent  from 
his  position  on  the  ground 
either  to  his  feet  or  to 
the  opposite  side  of  a 
line  midway  between  the 
contestants  (Fig.  34). 

4.  One  -  Hand  Push : 
Opponents  stand  facing 
one  another,  right  (left) 
foot  forward.  At  the 
command,  right  (left) 
hand  is  placed  on  op- 
ponent's chest.  The  ob- 
ject is  to  push  opponent 
over  a  line  five  feet  back 

of  the  starting  position.    Side-stepping  results  in  loss  of  the 
bout  (Fig.  35). 

5.  Shoulder  and  Arm  Push:   Place  right  hand  on  oppo- 
nent's left  shoulder.     Grasp  opponent's  right  upper  arm  with 


FIG.  33. 


FIG.  34. 


Mass     Physical     Training 


FIG.  35. 


left  hand.  Feet  should 
be  well  spread,  backs 
arched,  and  body  bent 
forward.  The  object  is 
to  push  opponent  back- 
wards  from  starting 
position  (Fig  36). 

6.  Sitting  Toe 
Wrestle :  Opponents  sit 
on  the  ground  toe  to 
toe,  with  a  stick  under 
knees.  Arms  under  the 
stick  and  hands  locked 
in  front  of  knees.  Ob- 


Personal      Contact     Drills 


53 


ject  is  to  get  toes  under  opponent's  feet,  and  so  tip  him  over 
backwards  (Figs.  37  and  38). 

7.  Hand  Wrestle :   Men  advance  right  (left)  foot  so  that  the 
outer  margins  of  the  feet  touch  one  another.    Grasp  right  (left) 


FIG.  38. 

hands,  holding  hands  over  line  midway  between  opponents 
until  command  is  given.  The  object  is  to  pull  or  push  an  oppo- 
nent off  his  balance  so  that  he  moves  one  or  both  feet  or 
touches  the  ground  with  some  part  of  his  body  (Figs. 
39  and  40). 


54 


Mass      Physical     Training 


8.  Harlequin  Wrestling:   Stand  on  one  foot,  holding  right 
(left)  hands.     Object  is  to  overbalance  opponent  or  to  force 


FIG.  39. 


FIG.  40. 


him  to  put  upper  foot  down.  Bucking  with  shoulder  is  not 
permitted.  Game  may  be  modified  by  requiring  contestants 
to  hold  the  upper  foot  with  the  free  hand. 


Personal     Contact     Drills 


55 


~  ifcf^ *  NOTE. — A    popu- 

&&*  ^vW^hft^  ^ar    modification     °f 

the  foregoing  is 
known  as  Rooster 
Fight.  Players  hold 
upraised  foot  with 
both  hands.  The  ob- 
ject is  to  upset  the 
players  of  the  oppos- 
ing team  or  to  cause 
them  to  let  go  of  their 
feet.  Player  knocked 
to  the  ground  or 
forced  to  release  up- 
held foot  must  drop 

out.      Opponents  are  bowled   over   indiscriminately.      Team 
bowling  over  largest  number  of  opponents  wins  (Fig.  41). 


FIG.  41, 


FIG.  42. 


FIG.  43. 


56 


Mass     Physical     Training 


9.  Cumberland  Wrestling :  Opponents  stand  chest  to  chest, 
one  arm  over  shoulder  and  other  around  the  waist,  locking 
hands  behind  the  back.  At  signal,  attempt  to  lift  opponent 


FIG.  44. 


clear  of  the  ground.    Holds  may  be  changed  after  the  bout  is 
started  (Figs.  42  and  43). 

10.  Collar  and  Elbow  Wrestling:   Place  right  (left)  hand 
back  of  opponent's  neck.    Grasp  opponent's  right  (left)  elbow 


Personal     Contact     Drills 


57 


with  right  (or  left)  hand.  Tripping  is  allowed.  Object  is  to 
make  opponent  touch  the  ground  with  any  part  of  the  body 
other  than  the  feet  (Fig.  44). 

ii.  Mounted  Boxing:  One  man  sits  astride  another's  hips. 
Rider  wears  boxing  gloves.  At  the  signal  the  riders  box  while 
the  horses  maneuver.  Bouts  last  one  minute.  Decision  is 
given  at  the  end  of  this  time.  Rider  falling  off  his  horse  loses 
bout.  Horse  and  rider  falling  lose  bout.  If  both  riders  fall 
at  once,  the  one  striking  ground  first  loses. 


FIG.  45. 

12.  Pig-a-Back  Wrestling:   One  man  sits  astride  another's 
hips.     Object  is  for  one  rider  to  dislodge  his  opponent  rider. 
Any  tactics  except  striking  are  allowed.    Both  horse  and  rider 
falling  counts  as  a  lost  bout.     If  both  riders  fall  at  the  same 
time  the  one  striking  the  ground  first  loses. 

13.  Cane  Wrestle :   Cane  should  be  about  one  inch  in  diam- 
eter and  about  three  feet  long.     Each  man  grasps  cane  with 
the  right  hand,  knuckles  up,  at  one  end  and  with  the  left  hand, 
knuckles  down,  inside  of  and  close  to  the  opponent's  right  hand 
at  the  other  end  of  the  stick.    The  object  is  to  wrest  the  cane 


68  Mass     Physical      Training 

from  the  opponent.     Loss  of  grip  with  either  hand  loses  the 
bout  (Fig.  45). 

14.  Indian  Wrestling:  Opponents  lie  on  the  ground  facing 
up,  right  shoulders  in  close  contact  and  right  elbows  closely 
locked.  The  right  leg  is  then  swung  upward  a  given  number  of 


FIG.  46. 

preliminary  swings,  and  at  the  signal  GO  it  is  locked  behind 
the  opponent's  right  leg.  The  object  is  to  roll  the  opponent 
over  by  forcing  his  leg  down. 

NOTE. — This  may  be  used  in  the  same  manner  on  the 
opposite  side  with  the  left  legs  (Fig.  46). 


CHAPTER  VI 

Line  Wrestling 

1.  GENERAL  SUGGESTIONS:    Keep   muscles   that    are    not 
actually  in  use  relaxed  as  much  as  possible,  particularly  when 
falling. 

2.  Use  your  brains  as  well  as  your  muscles.    A  real  wrestler, 
like  a  star  football  player  or  fighter,  is  one  who  can  make  his 
muscles  respond  effectively  to  accomplish  the  end  desired. 

3.  If  opponent  secures  a  good  hold,  do  not  resist  continu- 
ously— be  passive,  and  then  make  sudden,  concentrated  efforts. 

4.  When  facing  an  opponent,  always  try  to  keep  your  arms 
inside  of  his  arms. 

5.  Don't  waste  your  strength  on  foolish  and  impossible 
grips. 

6.  Keep  moving  all  the  time  and  cover  up  your  method 
of  attack. 

Wrestler's  Hand  Grip:  To  learn  the  wrestler's  grip  one 
should  form  the  habit  of  always  holding  the  right  hand  palm 
down  with  the  fingers  partially  flexed,  the  left  hand  palm  up 
with  fingers  partially  flexed.  By  forming  this  habit  the  hands 
naturally  slip  into  the  desired  hold. 

To  take  the  wrestler's  grip,  the  fingers  of  the  right  hand 
should  grasp  the  fingers  of  the  left  hand,  as  illustrated.  The 
thumb  of  the  left  hand  is  slipped  between  the  little  and  ring 
fingers  of  the  right  hand.  The  thumb  of  the  right  hand  is 
curled  inside  the  index  finger  of  the  right  hand  and  the  little 
finger  of  the  left  hand  (see  Fig.  47). 

When  the  wrestler's  grip  is  properly  taken,  it  leaves  no 
finger  ends  which  can  be  grasped  and  bent  back  in  an  endeavor 
to  open  the  hold. 

i.  Referee's  Hold:  Each  man  places  his  left  hand  over  his 
opponent's  right  shoulder  and  on  the  back  of  his  neck.  With 
the  right  hand  grasp  opponent's  left  elbow — both  men  assuming 

59 


60 


Mass     Physical     Training 


the  same  position.    Both  feet  should  be  kept  separated  and  well 
back  out  of  reach.    All  joints  and  muscles  are  flexed. 

NOTE. — From  this  position  many  holds  may  be  obtained 


FIG.  47. 


FIG.  48. 


and  by  pulling  and  pushing  forward  or  backward,  or  from  side 
to  side,  an  opening  may  be  made  for  some  good  hold  (Fig.  48). 
2.  Front  Waist  Hold:   Slip  both  arms  about  opponent's 
waist,  locking  hands  at  back.     Drop  shoulders  and  chin  to 


Line     Wrestling 


61 


opponent's  chest  on  right  or  left  side.  Draw  in  with  both  arms 
at  waist  and  push  forward  with  chin  and  shoulders,  bending 
opponent  back  to  ground  (Fig.  49B). 


B 
FIG.  49. 


D 


FIG.  50. 


Defense  for  Front  Waist  Hold :  To  prevent  a  man  from 
encircling  your  body  with  his  arms,  always  keep  your  arms  on 
the  inside  of  his,  with  the  elbows  bent  (Fig  49A).  In  case 
he  succeeds  in  embracing  you,  move  your  feet  well  to  the  rear, 


62 


Mass     Physical     Training 


lean  your  chin  against  his  body  and  place  your  arms  around 
his  arms  above  his  elbows  (Fig.  49C),  and  in  a  short  time  he 
will  be  forced  to  relax  his  grip. 

3.  To  Get  Behind  Opponent:   If  opponent  has  referee's 


FIG.  51. 

hold,  place  your  right  hand  under  his  left  elbow  and  raise  his 
left  arm  in  the  air  (Fig.  50A),  at  the  same  time  step  forward 
and  place  your  foot  outside  of  opponent's  left  foot  and  your 
left  hand  in  his  crotch  (Fig.  50B),  and  pivot  to  rear  by  duck- 
ing under  his  raised  left  arm  (Fig.  50C).  Immediately  raise 


Line     Wrestling 


63 


head,  keeping  it  in  contact  with  back  of  opponent's  shoulder. 
This  prevents  him  from  getting  a  head  hold  by  twisting  his 


FIG.  52. 


shoulders  and  dropping  his  arm  around  your  head.  At  the 
same  time  draw  opponent  to  you  with  your  left  hand  and  slip 
right  arm  around  his  waist  (Fig.  50D). 


64 


Mass     Physical     Training 


4.  To  Get  Behind  an  Opponent:  This  may  be  done  on 
either  left  or  right  side.  Grasp  opponent's  left  wrist  with  your 
right  hand.  Pull  his  hand  across  in  front  of  your  body  to  the 
left.  At  the  same  time,  grasp  his  left  arm  on  the  inner  side 
with  your  left  hand  well  up  to  the  shoulder.  Your  left  hand 
should  continue  the  motion  started  by  your  right  hand,  twist- 
ing your  opponent  in  front  of  you.  The  right  arm  should  slip 
about  opponent's  waist  as  you  step  behind  him  with  your 
right  foot. 

Block:   As  opponent  grasps  your  wrist  and  starts  to  swing 


FIG.  53. 


it  across  his  body,  straighten  your  arm  out  so  that  he  cannot 
swing  it  in  front  of  his  body  (Figs.  51  and  52). 

5.  Attack  from  Rear:   With  waist  hold  lift  opponent  from 
the  ground  and  quickly  throw  him  to  right  or  left,  at  the  same 
time  striking  against  his  left  (or  right)  knee  with  your  left  (or 
right)  knee,  thus  knocking  his  feet  from  under  him  (Fig.  53). 

Block:  As  your  opponent  lifts  you  from  the  ground,  lock 
his  leg  or  legs  by  placing  your  toe  (or  toes)  behind  his  corre- 
sponding knee  (or  knees).  While  this  lock  is  held  it  is  impos- 
sible for  an  opponent  to  throw  you  to  the  ground  (Fig.  54). 

6.  Hand  Trip  from  Behind:   When  behind  an  opponent 
place  the  palm  of  your  left  hand  in  the  middle  of  his  back,  at 
the  same  time  grasping  his  right  ankle  with  your  right  hand. 


Line     Wrestling 


65 


Push  him  forward  with  your  left  hand  and  lift  his  right  leg 
from  the  ground  with  your  right  hand  (Fig.  55). 

7.  Tackling :   If  opponent  has  both  feet  close  together,  drop 
quickly,  grasp  him  with  both  arms  about  the  knees.     Draw 


FIG.  54. 


his  feet  toward  you  and  push  forward  with  your  shoulders 
slightly  above  the  knees,  thus  throwing  him  backwards  to 
the  ground. 

Block:  As  opponent  comes  forward  with  head  low,  place 
both  hands  on  his  head  or  neck.  Force  his  head  toward  the 

5 


66 


Mass     Physical     Training 


FIG.  56. 


ground  and  pull  him 
forward  on  his  face,  at 
the  same  time  drop- 
ping to  your  knee 
(Fig.  56). 

8.  Near  Leg  and 
Under  Arm :  Grasp 
opponent's  right  wrist 
with  your  left  hand,  if 
he  has  right  leg  and 
right  arm  extended, 
step  in  with  your  head 
under  outstretched 

arms  and  with  leg  hold  lift  up  on  his  right  leg  with  your  right 
hand,  at  the  same  time  pushing  opponent  over  on  his  back 
while  retaining  wrist  lock.  The  same  method  may  be  em- 
ployed if  he  has  left  hand  and  left  leg  extended,  in  which  case 
you  will  use  your  right  hand  to  grasp  his  left  wrist  and  your 
left  hand  and  arm  for  a  hold  on  his  left  leg  (Fig.  57). 

9.  Near  Leg  and  Back  Heel:    In  case  the  opponent  has 
either  leg  advanced,  for  example,  the  right,  step  in  quickly  and 
place  your  left  foot  inside  of 

his  right  foot.  Grasp  his  right 
thigh  with  both  arms  and  kick 
his  left  foot  from  under  him  by 
swinging  your  right  leg  in 
between  his  legs  and  then  back 
against  his  left  ankle,  at  the 
same  time  raising  his  right  thigh. 
When  opponent  falls,  go  with 
him  if  necessary  but  do  not 
drop  your  right  knee  on  his 
stomach  or  privates  (Fig.  58). 

10.  Arm  Lock:   Either  arm 
extended.    Grasp  his  wrist  with 
your  opposite   hand;    namely, 

his  right   wrist  with  your  left  FIG.  57. 


Line     Wrestling 


67 


hand.  Step  in  quickly  and  in  this  case  pivot  on  your  left  toe 
bringing  your  back  toward  opponent,  and  passing  your  right 
arm  over  his  right  arm  close  to  his  shoulder.  Throw  your 


FIG.  58. 

weight  on  his  right  arm,  at  the  same  time  rotating  your  shoul- 
ders from  right  to  left  and  placing  your  right  foot  behind  his 
right  leg.  This  will  throw  him  across  your  right  leg  to  the 
ground  (Fig.  59). 

Block:  Take  waist  hold  and 
sit  back  before  opponent  twists 
you  off  your  balance. 

ii.  Cross  Buttock :  This  may 
be  taken  with  either  right  or  left 
arm.  Grasp  opponent's  right 
elbow  with  your  left  hand.  Slip 
right  arm  around  his  neck.  At 
the  same  time  turn  on  the  ball 
of  the  left  foot,  stepping  across 
with  the  right  foot  so  that  your 
feet  will  be  approximately  in 
front  of  his  feet,  thus  bringing 
your  right  hip  against  his  right  i 
hip.  Pull  down  sharply  with  the  FIG.  59. 


68 


Mass     Physical     Training 


right  arm.  At  the  same  time  rotate  the  shoulder  from  right 
to  left  and  twist  your  opponent  over  your  right  extended 
hip  as  a  pivot.  This  will  throw  your  opponent  on  the  ground, 
bringing  you  on  top  (Fig.  60). 

Block  :  As  opponent  starts  to  rotate  on  ball  of  left  foot  and 
slip  right  arm  about  your  neck,  place  one  or  both  hands  against 
his  right  hip,  holding  him  away  from  your  body  (Fig.  61). 

12.  Flying  Mare:  This  may  be  taken  on  either  side.  If 
opponent's  right  arm  is  extended  in  front  of  him,  grasp  his 


FIG.  60. 


FIG.  61. 


right  wrist  with  your  left  hand.  Place  your  right  hand  under 
his  right  armpit,  palm  up.  At  the  same  time  step  in  and  pivot 
on  the  left  toe,  bringing  your  opponent's  right  arm  over  your 
right  shoulder,  your  back  to  his  chest.  Drop  to  the  right  knee 
and  throw  him  over  your  shoulder  by  pulling  down  on  his  right 
arm  and  bending  your  right  shoulder  towards  the  ground. 
Caution:  Be  careful  to  keep  palm  of  his  right  hand  down; 
otherwise  you  will  be  likely  to  break  his  arm  (Fig.  62). 

13.  Head  and  Chancery  Hold:  This  hold  may  be  obtained 
if  the  opponent  is  facing  you  with  his  head  low — frequently 
from  the  referee's  hold,  or  even  when  your  opponent  is  behind 
you  as  when  his  head  slips  under  your  arm.  It  may  be  executed 


Line     Wrestling 


69 


with  either  hand.  When  opponent  is  facing  you  with  his  head 
low,  pull  him  forward  so  that  his  head  slips  under  your  right 
armpit.  Carry  your  forearm  around  his  chin.  Grasp  your 


FIG.  62. 

right  hand  with  your  left  hand.    Exert  a  twisting  pressure  by 
bearing  down  with  the  right  shoulder  and  raising  with  your 
left  hand.    During  this  hold  your  feet  should  be  well  apart  and 
braced  to  the  rear  so  that 
your  weight   will    fall  for- 
ward  on   top  of   opponent 
(Fig.  63). 

NOTE:  This  hold  may 
be  modified  by  placing  the 
left  hand  (palm  down)  on 
opponent's  right  shoulder 
and  your  right  hand  on  top 
of  your  left  wrist.  Under 
these  conditions,'  pressure 
should  be  exerted  in  the 
same  way.  This  hold  will  5  JBB 
throw  a  man  to  the  ground 
on  his  back,  bringing  you  Ml 
on  top  of  him.  FIG.  63. 


70 


Mass     Physical     Training 


14.  Standing  Trip:   Grasp  opponent  by  each  arm  close  to 
the  shoulder.    Pull  him  slightly  forward  so  that  his  weight  is  on 


FIG.  64. 


one  foot.  At  this  moment  strike  him  sharply  on  the  outside 
of  the  leg  bearing  his  weight  with  your  opposite  foot  and  throw 
him  to  the  side  on  which  his  weight  is  resting  (Fig.  64). 


CHAPTER  VII 

Hand=to=Hand  Fighting,  Including  Disarming   Methods 

Emphasis  should  be  placed  upon  the  fact  that  hand-to-hand 
fighting  is  to  be  regarded  as  an  emergency  measure  and  that  it 
is  to  be  resorted  to  only  when  ordinary  weapons  of  offense  and 
defense  are  not  available.  A  soldier  should  always  depend 
upon  his  rifle,  bayonet  or  grenade  as  his  best  means  of  offense 
and  defense.  This  idea  should  be  thoroughly  drilled  into 
the  men. 

The  holds  that  are  described  have  been  selected  from  a  very 
large  number  of  hand-to-hand  combinations,  because  experience 
has  shown  that  they  are  best  adapted  to  secure  effective  results 
when  used  by  men  in  full  equipment  upon  opponents  equipped 
with  helmet,  gas  mask,  pack,  etc.  Many  holds  that  are  effective 
in  the  absence  of  equipment  and  with  only  one  opponent  have 
been  discarded  as  useless  under  service  conditions  when 
the  men  are  handicapped  by  full  equipment  and  by  rough, 
muddy  ground. 

The  spirit  of  hand-to-hand  fighting  is  that  of  grim,  watch- 
ful determination.  The  men  must  be  trained  to  keep  on  their 
feet  and  to  avoid  going  to  the  ground  with  their  opponents. 
They  should  be  taught  to  use  the  kick,  the  knee,  and  the  elbow 
whenever  possible  and  to  cultivate  speed  and  accuracy  in  taking 
holds.  Aggressiveness  and  determination  in  making  attack 
are  invaluable  as  a  means  of  putting  and  keeping  the  opponent 
on  the  defense. 

Principles  of  sportsmanship  and  consideration  for  your 
opponent  have  no  place  in  the  practical  application  of  this  work. 
In  a  fight  with  a  bigger,  stronger  man  avoid  aimless  struggle 
but  work  deliberately  to  disable  or  disconcert  him  by  butting 
with  head,  kicking  shins,  grabbing  gas  mask,  etc.,  so  as  to 
make  an  opening  for  a  disabling  hold  or  blow. 

It  is  to  be  noted  that  the  knee,  crotch,  neck,  and  head  are 
vulnerable  parts  and  are  the  object  of  attack,  in  any  one  of 

71 


72 


Mass     Physical     Training 


the  ways  prescribed 
below.  It  should  be  re- 
membered that  tearing 
off  an  opponent's  gas 
mask  is  a  valuable 
offense  when  gas  is 
present,  and  is  always 
useful  as  a  means  of 
disconcerting  the  op- 
ponent. 

i.  The  Kick:  Raise 
the    right   knee    until 
the  thigh  is  horizontal. 
(The     left     knee     is 
FlG-  65-  slightly    bent.)     Kick 

out  viciously  bringing  the  foot  back  at  once  to  avoid  its  being 
caught.  When  opponent  is  down  attack  with  usual  type  of 
kick  to  vulnerable  parts  and  if  possible  avoid  going  to  ground 
with  opponent  (Fig.  65). 

2.  The    Front  Strangle:    Grasp    opponent's    clothing    on 
shoulders  with  both  hands  (forearms  crossed  and  right  arm 
uppermost)    right   hand    on    r  ^^ 
opponent's     right     shoulder 

and  left  hand  on  opponent's 
left  shoulder.  Force  right 
forearm  against  opponent's 
throat,  elbow  forward  as  far 
as  possible  and  pull  to  your 
left  with  your  left  hand.  Bend 
his  head  back  and  strangle, 
keeping  close  to  his  body. 

3.  The  Leg  Trip:   Grasp 
opponent's  sleeves  above  el- 
bows, keeping  the  feet  spread 
and    well   braced    pull    him 
toward  you  (quickly)  and  to 
your  left,  taking  a  small  step 


FIG.  60. 


Hand-to-Hand     Fighting 


73 


FIG.  67. 


to  right  with  right 

foot.  At  the  same 

time   place    your 

left    foot   with   a 

quick     sweep 

against  his   right 

leg,  above  ankle. 

Keep     your    legs 

and  body  straight. 

Release    hold    as 

he  falls  and  kick 

(Figs.66  and  67). 
4.  To  Control 

Prisoners:      (a) 

(Come        Along) 

Grasp  opponent's 

right  wrist  with  your  right  hand  (palm  to  palm).     Pull  him 

quickly  toward  you,  turning  to  the  right,  so  that  you  will  face 

in  the  same  direction  that  he  does.    At  the  same  time  place 

your  left  arm  over  his  right  arm  close  to  shoulder — bend  your 

left  elbow  and  place  forearm  under  his  arm  above  his  elbow, 

locking  his  arm;  raise  your  left  forearm  grasping  your  own  clothes 

well  up  on  chest  and  apply  pressure  with  your  right  using 

your  left  arm  as  a  ful- 
crum. At  the  same  time 
press  his  wrist  down, 
keeping  his  arm  extended 
(Figs.  68,  69  and  70). 

(b)  Or  shove  your  left 
hand  under  his  right  arm 
close  to  his  shoulders, 
grasping  his  pack  strap  or 
his  shirt,  and  force  his  arm 
down  by  pressure  with 
your  right  hand  (Fig.  71). 
Method  (a)  is  more  de- 
FIG.  68.  sirable  for  use  than  (b). 


74 


Mass     Physical     Training 


Killing  Holds:  These  holds  are  useful  when  on  patrol  or 
under  conditions  where  it  is  impossible,  or  inadvisable  because 
of  noise,  to  use  weapons. 

5.  Rear  Strangle:  Useful  for  attack  on  sentry  from  the 
rear.  When  attacking  opponent  from  the  rear,  grasp  his  shoul- 
ders with  both  hands  and  immediately  jerk  him  toward  you. 
At  the  same  time  drive  right  foot  to  back  of  opponent's  right 
knee  (Fig.  72).  Swing  right  arm  over  his  right  shoulder 
with  the  forearm  across  throat.  Grasp  your  right  wrist  with 


FIG.  69. 


FIG.  70. 


your  left  hand.  Keep  your  right  shoulder  pressed  to  back  of 
his  head — your  head  pressed  tightly  to  left  side  of  his  head 
(Fig.  73).  Force  him  to  the  ground  and  break  his  neck  by 
placing  your  feet  well  to  the  rear,  tightening  your  arms  and 
pressing  your  shoulder  tightly  to  the  back  of  his  head.  This 
hold,  properly  executed,  will  break  opponent's  neck.  Failing 
this,  it  still  is  effective  as  a  strangle  hold  (Fig.  74). 

6.  Head  and  Neck  Hold :  Useful  when  opponent  is  met  head 
on  or  from  the  side  when  crawling  on  patrol. 

When  crawling  on  hands  and  knees  and  meeting  enemy 
in  head-to-head  position,  lunge  forward  dropping  chest  on 


Hand-to-Hand     Fighting 


75 


back  of  his  head.  Slip  left  arm 
around  his  neck — forearm  across 
his  throat — grasp  your  right 
wrist  with  left  hand  as  right 
hand  is  placed  on  opponent's 
left  shoulder  near  the  neck. 
Force  up  on  left  forearm  and 
bear  down  with  chest  on  back  of 
his  head  (Fig.  75).  NOTE:  This 
hold  can  also  be  used  on  an 
opponent  who  rushes  into  a 
grapple  with  his  head  down. 

NOTE:  Holds  5  and  6  are 
extremely  dangerous  and  effec- 
tive. Care  should  be  taken  in 
practice  to  apply  them  lightly  and  without  using  pressure. 


FIG.  71. 


DEFENSES  AGAINST  ATTACKS 

7.  Hand  Throttle  from  Front:  Swing  right  arm  with 
clenched  fist  over  opponent's  arms,  at  the  same  time  turning 
shoulders  sharply  to  the  left,  breaking  his  hold.  Drive  elbow 

or  forearm  back  to  jaw. 

8.  Under     Arm 

Body  Hold  from  Front : 
Dig  thumbs  into  eyes 
forcing  his  head  back, 
gouging  out  eyes.  Fol- 
low by  driving  knee 
to  crotch. 

9.  Opponent  Charges 
with  Head  Down:  Ap- 
ply "strangle"  as  fol- 
lows: Push  opponent's 
left  shoulder  down  with 
right  hand  and  slip  fore- 
arm across  throat  with 
FIG.  72.  armpit  to  back  of  his 


Mass     Physical     Training 


head — grasp   your  right  wrist   with  your  left — pull  the  arm 
tightly  against  throat,  raising  the  body,  bending  back  at  the 

waist  and  keeping  armpit  tight 
against  back  of  his  head, 
strangling  him.  This  hold  can 
also  be  applied  to  the  left  side. 
(See  instruction  No.  6.) 

10.  Under  Arm  Body  Hold 
from  Rear  :    Stamp  heel  on 
M  opponent's   instep   and   drive 

T(^  head  to  face.     At  the  same 

time  grasp  one  finger  of  either 
hand  with  your  correspond- 
ing hand — breaking  finger 

ILj  and  hold- 

GENERAL  NOTE. — To  finish 

opponent  who  hangs  on  and 

Fl(;-  73-  attempts  to  pull  you  to  the 

ground  always  break  his  hold  by  driving  knee  or  foot  to  crotch 

or  jabbing  thumbs  to  eyes.  This  applies  to  all  except  rear  holds. 


FIG.  .74. 

OFFENSE  WITH  KNIFE  AGAINST  OPPONENT  WITH 
OR  WITHOUT  KNIFE 

Take  boxer's  position.    Keep  left  arm  in  front  for  a  guard. 
Hold  knife  in  fingers  of  the  right  hand  as  in  offense  and  thrust 


Hand-to-Hand-Fighting 


77 


FIG.  75. 

for  abdomen  rather  than  ribs  or  face.  After  making  the  point 
either  slash  up  or  to  the  side.  Keep  your  body  protected  by 
holding  left  forearm  bent  at  elbow  and  in  front  of  body  (Fig.  76) . 

OPPONENT  STRIKES  DOWN  WITH  KNIFE 

Guard  the  thrust  by  plac- 
ing left  arm  up,  forearm  at 
right  angles  to  your  upper 
arm  (striking  opponent's  fore- 
arm near  the  wrist) .  Bend  his 
arm  backward,  at  the  same 
time  stepping  forward  with 
the  right  foot,  turning  your 
body  to  the  left.  Pass  your 
right  arm  under  upper  part 
of  his  right  arm,  keeping 
your  right  shoulder  close  to 
his  body,  grasping  his  wrist. 
Force  his  arm  back  and 
down  breaking  arm  (Figs. 
77  and  78).  FIG.  76. 


78 


Mass     Physical     Training 


OPPONENT  THRUSTS  UP  OR  FORWARD  WITH  KNIFE 
IN  RIGHT  HAND 

Step  to  the  left  and  guard  his  thrust  by  striking  his  forearm 
with  your  left  forearm  (left  forearm  bent  at  elbow).     Grasp 


FIG.  77. 


FIG.  78. 


opponent's  right  wrist  with  your  left  hand  (thumb  down). 
Then  grasp  knife  hand  with  your  right  hand  (your  fingers  at  back 
of  his  hand,  your  thumb  around  his  thumb).  Twist  his  wrist 


Hand-to-Hand-Fighting 


79 


upward  and  outward  as  you  turn  your  body  to  the  left,  break- 
ing wrist.    Maintain  hold  and  kick  (Figs.  79,  80  and  81). 


FIG.  79. 


FIG.  80. 

DEFENSE  OF  UNARMED  MAN  AGAINST  OPPONENT  WITH 

BAYONET 

The  purpose  of  the  following  methods  is  to  teach  an  un- 
armed man  how  to  gain  possession  of  opponent's  rifle.    Quick- 


80 


Mass     Physical     Training 


ness  and  accuracy  are  the  main  factors  of  an  effective  attack 
or   defense.     The  bayonet  is  ineffective  at  very  close  range, 


FIG.  81. 


FIG.  82. 


and  the  first  problem  is  to  get  inside  of  the  range  of  the  point. 
Spar  for  an  opening  and  when  one  appears  close  in  and  get 
your  hands  on  the  rifle.  When  the  opponent  thrusts,  parry 


H an d - t o  -  H a n d     Fighting 


81 


FIG.  83. 


the  bayonet  to  the  right 
with  the  left  palm,  at  the 
same  time  turning  your 
body  to  the  right  (Fig. 
82).  Grasp  the  rifle  with 
the  right  hand  above  op- 
ponent's left  hand,  and 
with  your  left  hand  on  the 
rifle  above  his  right  (Fig. 
83) .  Then  use  any  one  of 
the  following  procedures 
for  which  there  may  be  an 
opening : 

11.  Trip  to  the  Right: 

Place  your  left  hand  under  and  around  your  opponent's  left 
arm  close  to  the  shoulder.  Step  in  and  place  your  left  foot 
outside  of  and  behind  his  left  foot  (Fig.  84).  Turn  quickly  to 
the  right,  pivoting  on  right  foot,  forcing  stock  of  rifle  against  his 
body  by  pulling  with  the  right  hand,  throwing  him  over  your 
left  leg  to  the  ground  and  gaining  possession  of  rifle  (Fig.  85). 

12.  Trip  to  the  Left:    While  struggling  for  possession  of  the 
rifle  suddenly  press  down  with  your  right  hand  and  raise  up 

with    your    left    hand. 
Quickly  slip    your  left 
jm  arm     under     the    rifle 

|||r  and  place  it   over  and 

HJi^jH  around    his    right   arm 

P  (Fig.  86) .   Swing  rifle  to 

the  left  with  your  right 
arm,  at  the  same  time 
place  your  right  foot 
outside  his  right  foot 
(Fig.87).Pivotontheleft 
foot  and  throw  him  over 
your  right  leg  to  the 
ground,  gaining  posses- 
sion of  the  rifle  (Fig.  88). 

rlG.  84. 


82 


Mass     Physical     Training 


13.  Right-Hand  Pry  and  Punch :   While  struggling  for  pos- 
session of  rifle  place  your  right  forearm  under  rifle  barrel  and 


FIG.  85. 


over  opponent's  left  wrist.    Pry  his  hand  down  suddenly  and 
swing  rifle  to  the  left  with  your  left  arm.    Drive  right  fist  to 


FIG.  87. 


opponent's  jaw  and  kick  to  crotch.    If  blow  and  kick  are  ineffec- 
tive follow  up  by  quickly  placing  your  right  forearm  under 


Hand-to-Hand    Fighting 


83 


rifle  stock  and  over  his  right  wrist  and  pry,  gaining  possession 
of  rifle. 

14.  Wrist  Twist  to  the  Right :  After  parrying  bayonet  to  the 
right  with  your  left  palm,  quickly  place  your  left  hand  around 
his  left  hand  (fingers  around  his  thumb  and  your  thumb  on 


FIG. 


FIG.  89. 


the  back  of  his  hand).  Grasp  his  left  wrist  with  your  right 
hand  (fingers  around  his  wrist  and  your  thumb  against  back 
of  his  hand) .  Swing  his  arm  down  and  to  the  right  breaking  his 
wrist  (Fig.  89). 

IMPORTANT  NOTE:  In  allt  close  fighting,  whether  armed  or 
unarmed,  remember  to  use^the  kick  or  to  drive  the  knee  to  the 
crotch  whenever  an  opening  appears. 


CHAPTER  VIII 

Boxing 

Boxing  requires  a  high  degree  of  mental  concentration, 
great  alertness  and  body  control,  the  ability  to  judge  time  and 
distance,  and  a  fine  coordination  of  mind  and  muscle.  It 
develops  to  a  marked  degree  courage  and  self-reliance.  It  has 
for  its  aim  the  overcoming  of  an  opponent  who  likewise  is  using 
his  own  brain  and  strength  in  opposition.  The  big  contribution 
of  boxing  to  military  training  is  that  it  develops  in  men  the 
willingness  and  ability  to  fight  effectively  at  close  quarters. 

Boxing  and  bayonet  fighting  demand  the  same  qualities  of 
spirit  and  body :  agility,  aggressiveness,  and  a  fearless  determi- 
nation to  see  the  contest  through  regardless  of  punishment. 
Experience  in  boxing  develops  in  men  a  knowledge  of  them- 
selves and  confidence  in  their  own  abilities,  and  a  readiness  to 
see  and  take  advantage  of  an  opponent's  mistakes,  that  greatly 
increase  their  effectiveness  in  a  real  battle.  Both  boxing  and 
bayonet  combat  require  a  fighting  spirit  that  breaks  down  or 
weakens  defense,  and  makes  openings  for  an  effective  "finish." 

FORMATION  FOR  INSTRUCTION 

1.  With  or  Without  Gloves:   For  instruction  or  practice  in 
blows  and  for  shadow  boxing: 

Have  the  men  fall  in  in  column  of  squads  or  column  of 
platoons,  and  extend  on  number  ones  to  the  left.  At  the  com- 
mand, "OPEN  RANKS— MARCH"  the  odd  numbers  in  front 
rank  take  two  paces  forward  and  the  even  numbers  in  rear 
rank  take  two  paces  backward  (Fig.  90). 

2.  With    Gloves:   For    instruction    and    practice    against 
an  opponent: 

When  the  section  is  in  column  of  squads  and  is  going  to  use 
the  gloves,  it  should  execute  right  face,  then  odd  numbers  about 
face  and  engage  even  numbers.    If  in  column  of  platoons,  front 
84 


Boxing 


85 


rank  of  each  platoon  executes  about  face  and  engages  rear 
rank  (Fig.  91). 


FIG.  90. 


The  selection  of  blows  and  methods  of  teaching  which  fol 
low  have  proved  successful  in  soldier  training. 


FIG.  91. 

METHODS  OF  TEACHING 

When  teaching  a  section  always  demonstrate  the  move  or 
blow,  using  one  of  the  men  as  an  opponent.     The  instructor 


86  Mass     Physical     Training 

should  face  in  the  same  direction  as  the  section  does  when 
demonstrating  a  blow. 

Explanation  should  be  brief  and  to  the  point.  The  section 
will  learn  easier  and  quicker  through  watching  you  demonstrate 
than  they  will  through  listening  to  long  explanations. 

Speed  is  of  immense  importance  in  all  boxing  moves.  The 
muscles  should  ordinarily  be  relaxed  and  should  be  tensed  only 
at  the  moment  of  delivering  a  blow  or  guarding. 

After  the  lessons  have  progressed  to  a  point  where  the  men 
are  permitted  to  box  for  a  short  time  to  put  into  actual  practice 
what  they  have  been  taught,  care  should  be  taken  to  match 
the  men  as  equally  as  possible.  Caution  the  men  against 
hitting  with  the  open  glove  (slapping)  and  against  hitting  hard 
until  they  have  acquired  some  knowledge  of  the  game. 

COMMANDS  USED  IN  TEACHING 

"ATTENTION" — Section  comes  to  "attention." 

"ON  GUARD" — Section  assumes  the  "on  guard"  position. 

"BLOWS  BY  COMMAND"  (preparatory  command) — followed 
by  name  of  blow,  e.g.,  "RIGHT  HOOK  TO  JAW." 

"STRIKE"  (Command  of  execution) — Section  delivers  blow 
and  returns  smartly  to  "on  guard"  position. 

"AT  EASE"     1 

"AT  REST"      >  — Conforming  to  military  procedure. 

"DISMISSED"  ) 

"BLOWS  BY  COUNT" — Each  position  is  held  until  succeed- 
ing count  is  called. 

(NAME  OF  BLOW) — for  example — "RIGHT  HOOK  TO  JAW." 

"STRIKE" — Section  executes  blow  and  remains  at  position 
of  landing. 

"Two" — Return  smartly  to  the  "on  guard"  position. 

NOTE:  The  practice  of  giving  "blows  by  count"  enables 
the  instructor  to  correct  individual  or  class  mistakes.  This 
method  should  be  limited  in  use  as  it  has  a  tendency  to  develop 
deliberate  action. 


Boxing  87 

METHOD  OF  DELIVERING  BLOWS 

Always  hit  with  front  of  knuckles.  At  time  of  landing  the 
wrist  should  be  straight,  so  that  there  will  be  a  straight  line 
along  the  forearm  to  the  knuckles.  It  is  to  be  understood  in 
general  that  any  well  delivered  blow  is  made  from  the  ball  of 
one  or  the  other  foot  and  is  backed  up  by  the  snap  of  the  body 
and  shoulder. 

DEFINITION  OF  TERMS  USED  IN  TEACHING 

Leading:  "Leading"  is  taking  the  initiative  by  striking 
out  with  either  hand. 

The  logical  lead  is  a  left  lead,  but  at  times  conditions  will 
permit  the  use  of  the  right-hand  lead. 

Types  of  leads  recommended:  (1)  Left  lead  to  head;  (2) 
Left  lead  to  body;  or  (3)  Right  hook  following  a  feint. 

Countering:  A  "counter"  is  an  immediate  return  with 
either  hand  of  an  opponent's  blow. 

The  successful  counter  is  a  very  effective  blow  because  the 
opponent  is  advancing  when  your  blow  lands;  and  its  own 
force  is  augmented  by  the  forward  motion  of  your  opponent  in 
attempting  to  land  his  blow. 

Hook:  A  "hook"  is  a  blow  landed  with  either  hand  with 
the  arm  bent  at  the  elbow.  It  may  be  used  either  as  a  lead 
or  a  counter.  The  fist  instead  of  going  straight  to  the  mark 
as  in  a  "straight  blow"  travels  through  the  arc  of  a  circle  and 
lands  with  bent  elbow. 

Timing:  "Timing"  is  the  sensing  of  an  opponent's  lead 
or  his  intention  to  lead,  and  getting  in  your  own  attack 
before  his  blow  lands  (beating  him  to  the  punch). 

Blocking:  "Blocking"  is  rendering  an  opponent's  blow  in- 
effective by  placing  your  hand,  forearm,  or  elbow  between  the 
attacking  fist  and  your  body. 

NOTE. — (a)  Blocking  is  a  purely  defensive  action. 

(b)  Blows  to  the  head  are  blocked  with  the  right  hand 
(palm  out)  keeping  the  elbow  close  to  the  body,  and  assisting 
with  the  left  shoulder. 


88 


Mass     Physical     Training 


(c)  Blows  to  the  body  are  blocked  with  the  elbows  and 
forearms. 

Slipping:  "Slipping"  is  the  moving  of  the  head  and  body 
quickly  to  either  side  to  avoid  a  "straight  blow." 

NOTE:  While  slipping  is  primarily  a  defensive  action,  it 
possesses  the  added  advantage  of  making  it  possible  for  the 
boxer  to  initiate  an  effective  "counter"  attack  with  either  hand. 

Ducking:    "Ducking"  is  quick  bending  of  the  body,  lower- 


FIG.  92. 

ing  and  turning  the  head  (bending  the  head  at  neck)  to  avoid 
a  hook  or  swing. 

NOTE:  The  first  move  of  the  head  in  "ducking"  should  be 
made  in  the  same  direction  as  the  attacking  blow  (away  from 
the  blow). 

Parrying:  "Parrying"  is  the  diverting  of  an  opponent's 
straight  blow  by  sharply  striking  with  the  palm  of  either  hand 
the  attacking  hand  or  forearm  (Fig.  92). 

NOTE. — This  has  a  tendency  to  throw  an  opponent  off  his 
balance  leaving  an  opening  for  a  " counter  "  with  the  other  hand. 

Feinting:  "Feinting"  is  any  action  which  is  intended  to 
mislead  your  opponent  into  thinking  that  you  are  about  to 


Boxing  89 

make  an  attack,  or  to  mislead  him  in  regard  to  the  kind  of 
attack  you  are  about  to  make. 

It  is  designed  to  induce  your  opponent  to  make  some  move- 
ment which  will  leave  an  opening  for  a  blow. 

Telegraphing:  "Telegraphing"  is  unconsciously  warning 
an  opponent  in  advance  of  an  intended  move  or  blow — for 
example — drawing  the  hand  back  before  "leading." 

Guarding:  "Guarding"  is  any  maneuver  such  as  blocking, 
parrying,  etc.,  which  is  intended  to  render  an  opponent's 
blow  ineffective. 

Footwork :  "  Footwork  "  comprises  the  proper  movement  of 
the  feet  to  enable  the  boxer  to  maintain  good  poise  and  balance 
and  to  adapt  himself  to  all  phases  of  offense  and  defense. 

"Footwork"  is  moving  in  an}^  direction  with  short  shuffling 
steps  keeping  feet  in  the  same  relative  position  all  the  time. 

NOTE:  Generally  speaking  the  right  foot  is  never  in 
advance  of  the  left  foot,  excepting  in  sequence  of  blows  which 
are  used  as  a  preliminary  training  for  bayonet  fighting. 

Shadow  Boxing :  "  Shadow  boxing  "  is  boxing  with  an  imagi- 
nary opponent  and  performing  with  snap  and  precision  all  of 
the  movements  which  are  required  in  actual  combat. 

NOTE. — The  primary  object  of  shadow  boxing  is  to  practice 
blows  and  to  develop  quickness  of  body,  smooth  footwork,  and 
good  boxing  form.  It  should  be  made  as  real  as  possible.  An 
attempt  should  be  made  to  visualize  opponent. 

Warning:  Shadow  boxing  executed  with  snap  and  vigor 
is  a  very  valuable  practice  which  will  enable  the  boxer  to  secure 
freedom  of  action,  quick  response  of  body,  and  endurance; 
but  the  instructor  must  always  be  keen  to  prevent  this  phase 
of  practice  from  becoming  slovenly  and  spiritless,  and  leading 
to  the  formation  of  bad  habits;  on  the  other  hand,  when  it  is 
slowly  done,  without  snap  and  determination,  it  favors  the 
formation  of  bad  habits. 

There  are  a  great  many  terms  which  have  not  been  covered 
in  the  foregoing  statement  covering  definitions  in  teaching. 
These  maneuvers,  however,  apply  properly  to  advanced  instruc- 
tion and  should  not  be  undertaken  by  a  beginner. 


90  Mass     Physical     Training 

SEQUENCE  OF  BLOWS 

It  is  difficult,  if  not  practically  impossible,  to  give  the 
soldier  an  opportunity  to  practice  bayonet  fighting  against  an 
opponent  except  in  actual  battle.  The  use  of  the  spring  bayo- 
net for  this  purpose  has  many  disadvantages  in  addition  to  the 
cost  of  the  equipment.  Inasmuch  as  boxing  and  bayonet  fight- 


FIG.  93. 

ing  demand  the  same  qualities,  such  as  endurance,  agility,  and 
an  automatic  readiness  to  seize  an  opening,  boxing  contests 
properly  conducted  furnish  a  useful  substitute  for  bayo- 
net contests. 

The  value  of  boxing  for  this  purpose  is  still  further  enhanced 
by  the  fact  that  there  are  certain  sequences  of  action  which 
are  common  to  both  bayonet  fighting  and  boxing  and  which 
should  be  practiced  with  the  gloves  until  they  become  automatic 
and  thereby  will  be  available  for  effective  use  in  the  stress  and 


Boxing  91 

excitement  of  actual  bayonet  combat.     Following  are  a  few 
examples  of  this  type  of  sequence: 

1.  Straight  left  to  the  face  and  right  hook  to  the  jaw— 
which  resemble  a  long  point  and  a  butt  stroke  to  the  jaw. 

2.  Straight  left  to  the  body  and  right  hook  to  the  body — 
which  resemble  a  long  point  for  the  body  followed  by  butt 
stroke  to  the  ribs  (Fig.  93). 

3.  A  straight  left  to  the  face  and  a  right  upper  cut — which 
resembles  a  long  point  and  a  butt  stroke  to  the  crotch. 

4.  Straight  left  to  the  face,  right  hook  to  the  body,  left  hook 
to  the  jaw — which  resembles  a  long  point  to  the  throat,  a  butt 
stroke  to  the  body  or  crotch,  and  a  slash  to  the  head  or  neck. 

NOTE:  In  practicing  the  above  combinations  in  boxing, 
shift  the  feet  as  you  make  the  right  hook,  placing  the  right  foot 
forward,  and  hook  hard  with  all  the  weight  of  the  body  behind 
the  blow. 

GENERAL  NOTES 

1.  It  is  always   wise  to  precede  a   "lead"   with   one  or 
more  feints. 

2.  When  "shadow  boxing"  advance  by  stepping  forward 
with  the  left  foot  and  follow  with  the  right  foot — always  keep- 
ing the  feet  a  walking  pace  apart  so  as  to  maintain  balance. 

3.  When  hitting  with  one  hand  be  prepared  to  "block"  or 
follow  up  with  the  other  hand. 

4.  To  make  blows  effective  aim  at  side  of  opponent's  chin, 
nose,  heart,  solar  plexus  (stomach)  or  liver. 

5.  The  success  of  any  blow  depends  upon  its  speed  and 
unexpectedness.     Care  should  be  taken  to  avoid  "telegraph- 
ing."   (This  should  not  be  confused  with  "feinting.") 

6.  The  three  fundamentals  in  boxing  are  (a)  quickness,  (b) 
accuracy,  and  (c)  force  of  blow. 

7.  Aggressiveness  is  the  best  defense  at  all  times,  although 
there  are  times  when  a  blow  may  be  avoided  by  quickly  bend- 
ing the  body  backward  at  the  waist,  causing  the  blow  to 
fall    short,    thus   placing   you    in    an    advantageous   position 
to  "counter." 


92 


Ma  ss     Physical     Training 


8.  Keep  moving  at  all  times  when  boxing,  as  it  is  much 
more  difficult  for  your  opponent  to  land  while  you  are  moving. 

9.  When  you  are  not  in  striking  distance  of  your  opponent, 
drop  your  arms  and  relax,  but  be  alert  to  come  to  the  "on 
guard"  position. 

NO.  i :     ON  GUARD  POSITION 

Preparatory  Command:  "Attention/5 
Command  of  Execution:  "On  Guard." 
From  the   position   of  "Attention"  take  a  walking  pace 
forward  with  the  left  foot,  place  the  left  foot  flat  on  the  ground 


FIG.  94. 

"  ON  GUARD  "  (Front) 
NOTE:   Elbows  close  to  side;  body  poise, 
balanced  about  equally  on  both  feet;  posi- 
tion of  hands. 


FIG.  95. 

"ON  GUARD"  (Side) 

NOTE:  Position  of  hands;  balance;  knees 
slightly  bent. 


to  the  left  of  the  right  foot  and  pointed  ahead.  Raise  the  right 
heel  from  the  ground  about  one  inch,  at  the  same  time  bend 
both  knees  slightly.  Balance  weight  equally  on  both  feet. 
Keep  the  elbows  close  to  the  body,  raise  the  left  forearm  to  a 
horizontal  position.  Raise  the  right  fist  so  that  it  will  be  in 
front  of  the  center  of  the  chest  and  slightly  away  from  the 
body  (Figs.  94  and  95). 


B  o 


xing 


93 


Close  the  fist  and  turn  in 
and  slightly  down.  Bend  and 
turn  the  body  slightly  to  the 
right,  and  keep  the  left  fist  and 
forearm  pointed  at  center  of 
opponent's  body.  Keep  the 
chin  down.  Relax  all  muscles 
in  arms  and  shoulders  and 
assume  a  determined  facial 
expression. 

NOTE:  (a)  Generally  speak- 
ing all  leads  are  delivered  from 
this  position. 

(b)  A  common  fault  with 
beginners  is  to  place  most  of 
the  weight  of  the  body  on  the 
left  foot. 

It  is  not  to  be  understood  in 
the  foregoing  description  of  the 


FIG.  96. 
STRAIGHT  LEFT  AS  A  LEAD 

NOTE:  Position  of  striking  hand;  the 
line  from  left  fist  to  right  foot;  position 
of  right  hand. 


"on  guard"  position 
that  the  boxer  is  to 
maintain  a  rigid  post- 
ure. The  "on  guard" 
position  should  be 
maintained  without 
undue  tension  and 
rigidity  of  the  muscles, 
—the  body  should  be 
kept  in  good  poise — the 
fists  lightly  closed  until 
the  instant  the  blow 
is  landed,  when  the 
attacking  fist  should 
be  tightly  closed. 

Method  of  holding 
hand  when  delivering 

left  shoulder  is  advanced  to  get  full  reach.  a    blow:      Fist     closed, 


FIG.  97. 


94 


Mass     Physical     Training 


FIG.  98. 

STRAIGHT  LEFT  TO  BODY  AS  A  COUNTER 
NOTE:  Position  of  right  hand.     Left  arm  horizontal.     Eyes  on  opponent. 


FIG.  99. 
RIGHT  HOOK  TO  BODY  AS  COUNTER  TO  STRAIGHT  LEFT 

NOTE:   Right  shoulder  is  forward.    Arm  properly  hooked.     Right  hand  in  position 

to  block  or  follow  up. 


Box 


i  n  g 


95 


thumb  down  over  first  and  second  fingers,  back  of  hand  in 
straight  line  with  wrist  and  arm,  and  hand  turned  in  such  a 
way  in  striking  that  the  force  comes  mainly  on  the  front  of  the 
second  and  third  knuckles. 

NO.  2:   STRAIGHT  LEFT  TO  THE  FACE 

1.  As  a  "lead":  From  the  on-guard  position,  shoot  out 
the  left  hand  (palm  down)  straight  to  your  opponent's 
face,  stepping  for- 
ward with  the  left 
foot,  pushing  off 
the  ball  of  the 
right  foot,  and 
keeping  right  foot 
on  the  ground.  The 
blow  should  land  a 
fraction  of  a  second 
before  the  left  foot 
touches  the  gro  und . 
At  moment  of  land- 
ing the  right  hand 
is  raised  to  chin 
(palm  outward) 
and  ready  to  follow 
up  with  right-hand 
blow  or  to  block 
(Fig.  96). 

2.  As  a  "counter":  Block  or  evade  opponent's  lead  and  at 
the  same  time  shoot  left  straight  to  face  (Fig.  97). 

NO.  3:   STRAIGHT  LEFT  TO  THE  BODY 

1.  As  a  "lead":  Step  forward  quickly,  bending  the  body 
at  the  waist  to  the  right  and  drive  the  left  hand  to  opponent's 
body.  The  foregoing  movements  are  executed  as  one.  The 
body  should  be  inclined  sufficiently  to  the  right,  so  that  the 
shoulders  and  left  fist  will  be  approximately  on  a  level, 


FIG.  100. 
LEFT  HOOK  TO  BODY  AS  COUNTER  TO  STRAIGHT  LEFT 

NOTE:  Striking  hand  and  arm;  eyes  are  on  the  blow; 
position  of  right  hand  while  landing  with  left. 


96 


Mass     Physical     Training 


2.  As  a  "counter":  As  oppon- 
ent leads  to  head,  bend  body 
quickly  to  the  right  causing  his 
blow  to  go  over  the  shoulder, 
and  drive  the  straight  left  to 
body  (Fig.  98). 

NO.  4:  RIGHT  HOOK  TO  THE 
BODY 

1.  Step  forward  and  slightly 
to  the  left  with  the  left  foot,  hook 
the  right  hand  to  the  body  under 
the  heart  keeping  the  right  elbow 
close  to  the  body  and  bring  the 
shoulder  forward  with  the  punch, 
keeping  weight  of  shoulder  behind 
the  punch. 

an  opponent's  straight  left  to  the  face : 
"hook"  right  hand  to  the  body  landing 


TO 


FIG.  101. 

RIGHT  HOOK  AS  A  COUNTER 
LEFT  LEAD 

2.  As  a  counter  to 
"Slip"  to  the  left  and 
the  blow  under  the 
heart.  The  body  is 
turned  to  the  left 
slightly,  and  the  right 
shoulder  is  brought  for- 
ward with  its  weight  be- 
hind the  blow  (Fig.  99). 

NO.    5:    LEFT   HOOK 
TO  THE  BODY 

1.  As  a  lead:  Step 
forward  with  the  left 
foot  and  hook  the  left 

hand    to     the     body 

(palm     facing      your  FIG.  102. 

body)  turning  slightly  MGHT  H°OK  TIMING  A  LEFT  HOOK 

tn  thp    nVht    on    balls        NOTE:  Body  inclined  slightly  to  left  to  get  inside  of 
DallS     left  hook;  right  arm  is  bent  and  shoulder  is  behind 


of  both  feet. 


blow;  position  of  left  arm. 


B 


o  x  i  n  g 


97 


2.  As  a  counter:  When  opponent  leads  straight  left  to 
face  slip  to  the  right,  drawing  left  shoulder  and  arm  back 
slightly,  and  hook  left  hand  to  the  body,  keeping  the  weight  of 
the  left  shoulder  behind  the  blow,  and  turning  slightly  to  the 
right  on  balls  of  both  feet  (Fig.  100). 

NO.  6.  RIGHT  HOOK  TO  THE  JAW 

1.  Step  forward  and  slightly  to  the  left  with  the  left  foot, 
hook  the  right  hand  to  the  side  of  the  jaw,  raising  the  elbow 
slightly  and  throw- 
ing the  shoulder  for- 
ward with  the  punch, 

keeping  the  weight 
of  the  right  shoulder 
behind  the  blow. 

2.  As  a  counter 
to  a  straight  left  to 
the  face:  "Slip"  to 
the  left  and  hook  the 
right     hand     (palm 
down)  over  his  arm 
to      jaw.       Raise 
right  elbow  high  so 
that    your    forearm 
does  not  touch  op- 
ponent's     shoulder 
(Fig.  101). 

3.  As  a  "time"  punch  when  opponent  leads  a  wide   left 
hook  to  the  jaw :  Step  in  quickly  and  at  the  same  time  drive  a 
short  right  hook  to  the  jaw  (beating  him  to  the  punch),  keeping 
the  weight  of  the  right. shoulder  behind  the  blow  (Fig.  102). 
The  right  hook  properly  delivered  is  a  most  useful  blow. 

NO.  7.  LEFT  HOOK  TO  THE  JAW 

1.  As  a  lead:  Step  forward  with  the  left  foot  and  hook 
the  left  hand  (palm  down),  keeping  the  weight  of  the  left 
shoulder  behind  the  blow,  to  the  right  side  of  the  opponent's 

7 


FIG.  103. 

LEFT  HOOK  TO  JAW  AS  A  COUNTER 
NOTE:  Position  of  left  hand  and  arm. 


M  a~'s  s    [Physical     Traini  n^ 


FIG.  104. 

RIGHT  UPPER  CUT  AS  A  LEAD 

NOTE:  Position  of  right  arm  and  fist,  also  left  fist. 
Body  is  in  blow. 


turn  to  the  right  on  the 
balls  of  both  feet  and 
bring  the  shoulder  forward 
with  the  punch  (Fig.  103). 

NO.  8.  RIGHT  UPPER  CUT 

1.  Bend  slightly  and 
drive   right  hand  up  to 
opponent's  body  or  chin 
(palm  facing  you  at  time 
of  landing)     (Fig.    104). 

2.  As   a    counter    to 
a  straight  left    to  face: 
"Slip"    to    the  right, 
slightly  bending  both 
knees  and  "upper  cut" 
to  jaw  (Fig.  105). 


jaw,  turning  to  the 
right  on  the  ball  of  the 
right  foot,  landing  the 
blow  a  fraction  of  a  sec- 
ond before  the  left  foot 
touches  the  ground. 

NOTE:  As  the 
blow  lands  the  left 
elbow  should  be  on  a 
level  with  the  fist. 

2.  As  a  counter  to 
an  opponent's  straight 
left  to  the  face  : 
"Slip"  to  the  right, 
slightly  drawing  back 
the  left  shoulder  and 
arm.  Hook  the  left 
hand  to  the  right 
side  of  opponent's  jaw, 


Fig.  105. 
RIGHT  UPPER  CUT  AS  A  COUNTER 

NOTE:  Position  of  right  fist.     Left  hand  is  ready 
to  follow  up. 


Boxing  99 

PROGRAM  OF  INSTRUCTION  IN  BOXING 

(TIMES  INDICATED  ARE  THE  MINIMUM.     MUCH  MORE  TIME 

SHOULD  BE  SPENT  UPON  REVIEWS  IF  POSSIBLE.) 
Lesson  No.  i  Minute8 

1.  Talk  on  object  of  Army  boxing  and  benefits  derived  10 

2.  Class  arrangements 10 

3.  Explain,    demonstrate,  and    practice  "on    guard" 

position 10 

30 

Lesson  No.  2 

1.  Review  of  Lesson  1 10 

2.  Straight  left  lead  to  the  face 10 

3.  Block  for  straight  left  to  face 5 

4.  Parry  straight  left  with  right  open  palm 5 

30 

Lesson  No.  3 

1.  Review  of  previous  lessons 10 

2.  Straight  left  to  face  as  a  counter 5 

3.  Straight  left  to  body  as  a  lead 10 

4.  Shadow  boxing  and  feinting 5 

30 

Lesson  No.  4 

1.  Review  of  previous  lessons 14 

2.  Straight  left  to  body  as  a  counter .  10 

3.  "Slipping"  straight  left  leads  to  face 5 

4.  One  round  boxing 1 

30 


100  Mass     Physical     Training 

Lesson  No.  5  Minutes 

1.  Review  of  previous  lessons 12 

2.  Right  hook  to  body 5 

3.  Right  hook  to  body  as  a  counter  to  straight  left  to 

face 5 

4.  Ducking 5 

5.  Two  rounds  of  boxing  (one  minute  each) 3 

30 

(One  minute  rest  between  boxing  rounds  in  this  and 
following  lessons.) 

Lesson  No.  6 

1.  Review  of  previous  lessons 10 

2.  Left  hook  to  body  as  a  lead 10 

3.  Left  hook  to  body  as  a  counter  to  straight  left  to 

face 5 

4.  Two  rounds  of  boxing  (1^2  minutes  each) 5 

30 

Lesson  No.  7 

1.  Review  of  previous  lessons 15 

2.  Right  hook  to  jaw 10 

3.  Three  rounds  of  boxing  (one  minute  each) 5 

30 

Lesson  No.  8 

1.  Review  of  preceding  lessons 10 

2.  Right  hook  to  jaw  as  a  counter  to  straight  left ....     8 

3.  Right  hook  to  jaw  as  a  time  punch  to  left  hook  to 

jaw 5 

4.  Three  rounds  of  boxing  (one  2-minute  round  and  two 

1^-minute  rounds) 7 

30 


Boxing  J.01 

Lesson  No.  9  Minutes 

1.  Review  of  preceding  lessons 10 

2.  Left  hook  to  jaw  as  a  lead 8 

3.  Left  hook  to  jaw  as  a  counter  to  straight  left 5 

4.  Three  rounds  of  boxing  (one  2-minute  round  and  two 

lJ/2-minute  rounds) 7 

1*0 
Lesson  No.  10 

1.  Review  of  preceding  lessons 10 

2.  Right  upper  cut 7 

3.  Right  upper  cut  as  a  counter  to  straight  left 5 

4.  Three  rounds  of  boxing  (two  minutes  each) 8 

To 

NOTE:  Wherever  "straight  left"  is  mentioned  it  is 
intended  that  the  blow  shall  be  a  "straight  left  to  the 
face,"  unless  otherwise  stated. 

MASS  BOXING 

It  is  very  desirable  to  give  every  fighting  man  in  training 
actual  experience  in  boxing  an  opponent.  It  is  too  frequently 
the  tendency  to  allow  boxing  contests  to  be  largely  monopolized 
by  the  more  skilful  men  in  a  given  unit.  This  tendency  can  be 
obviated  in  a  measure  by  using  the  following  plan,  which  will 
enable  the  physical  training  officer  and  his  assistants  to  give 
every  man  in  a  company  two  rounds  of  one  minute  each  of 
actual  fighting  in  a  period  not  to  exceed  one-half  hour.  At 
least  12  sets  of  gloves  should  be  available. 

1.  Divide  the  men  according  to  weights,  as  follows: 

125  to  135 
135  to  145 
145  to  160 

160  to  175 — and  over. 

Then  form  them  in  a  hollow  square  so  that  all  the  men  can 
see,  and  change  of  gloves  can  be  made  without  delay. 

2.  The  men  should  be  paired  off  so  that  their  opponents 
will  be  approximately  their  own  weight. 


M'a'c  -s:    Physical     Training 

3.  At  a  signal  the  first  group  of  24  men  should  put  on  the 
gloves  and  stand  on  a  line  with  four  yards  between  each  two 
men  and  two  yards  from  and  facing  their  opponents. 

4.  At  signal,  they  should  step  forward,  shake  hands,  and 
box  hard  for  one  minute  until  signal  sounds,  when  they  will 
immediately  stop  boxing,  shake  hands  and  double  to  the  rear, 
where  a  second  section  will  be  lined  up  waiting  their  turn.    The 
boxers  who  have  just  finished  their  boxing  will  take  off  their 
gloves  and  assist  the  new  men  to  put  them  on.     They  will 
then  stand  at  ease  to  watch  the  succeeding  bouts. 

5.  The  physical  training  officer  and  his  assistants  must  be 
on  hand  to  stop  a  fight  if  a  man  is  being  unduly  punished. 

6.  After  every  man  has  fought  one  round,  the  entire  section 
can  be  put  through  a  second  round  in  the  same  way. 

The  preceding  plan  has  been  found  to  be  very  successful. 


CHAPTER  IX 

Bayonet  Training* 
Introductory — The  Spirit  of  the  Bayonet 

1.  It  is  an  easy  matter  to  teach  the  few  simple  technical 
details  of  bayonet  combat,  but  an  instructor's  success  will  be 
measured  by  his  ability  to  instil  into  his  men  the  will  and  desire 
to  use  the  bayonet.  This  spirit  is  infinitely  more  than  the 
physical  efforts  displayed  on  our  athletic  fields;  more  than  the 
enthusiasm  of  the  prize-ring,  more,  even,  than  the  grim  determi- 
nation of  the  firing  line — it  is  an  intense  eagerness  to  fight  and 
kill  hand  to  hand,  and  is  the  overwhelming  impulse  behind 
every  successful  bayonet  assault. 

Bayonet  fighting  is  possible  only  because  every  red-blooded 
man  naturally  possesses  the  fighting  instinct.  This  inherent 
desire  to  fight  and  kill  must  be  carefully  watched  for  and  en- 
couraged by  the  instructor.  It  first  appears  in  a  recruit  when 
he  begins  to  handle  his  bayonet  with  facility,  and  increases  as 
his  confidence  grows.  With  the  mastering  of  his  weapon  there 
comes  to  him  a  sense  of  personal  fighting  superiority  and  a 
desire  for  physical  conflict.  He  knows  that  he  can  fight  and 
win.  His  practice  becomes  snappy  and  full  of  strength.  He 
longs  to  test  his  ability  against  an  enemy's  body;  to  prove  that 
his  bayonet  is  irresistible.  He  pictures  an  enemy  at  every 
practice  thrust  and  drives  home  his  bayonet  with  strength, 
precision  and  satisfaction.  Such  a  man  will  fight  as  he  has 
trained — consistently,  spiritedly,  and  effectively.  While  wait- 
ing for  the  zero  hour  he  will  not  fidget  nervously.  He  will  go 
over  the  top  and  win. 

Successful  training  implies  that  men  will  use  on  the  battle- 
field what  they  have  learned  on  the  drill-ground.  To  do  this 
a  man  must  move  to  the  attack  possessed  not  only  of  a  determi- 

*From  U.  S.  Bayonet  Manual,  1918. 

103 


104  Mass     Physical     Training 

nation  to  win,  but  also  of  a  perfect  confidence  in  his  third  arm 
—the  rifle.  Such  a  confidence  is  born  only  of  long,  constant 
practice,  which  is  the  very  essence  of  bayonet  training. 

Without  this,  a  bayonet  assault  will  fail.  The  man  who 
bores  in  at  a  dead  run  enjoys  the  advantage  of  a  superior 
morale.  The  man  who  waits  to  fence  loses  his  own  nerve 
and  helps  the  enemy  take  heart.  The  enemy  may  have  a 
longer  weapon  than  ours.  This  gives  him  the  advantage  if 
we  stand  off  and  fence,  but  gives  us  the  advantage  if  we  close 
with  him. 

The  growth  of  the  spirit  of  the  bayonet  is  fostered  by  short 
talks  on  what  has  already  been  accomplished  with  the  bayonet. 
The  men  must  be  thoroughly  informed  of  probable  treachery 
on  the  part  of  the  enemy.  They  must  be  informed  of  the  pos- 
sible enemy  tricks  of  pretending  to  surrender  or  to  be  wounded, 
only  to  fire  upon  or  bayonet  their  prospective  captors  the 
instant  they  lessen  their  aggressiveness. 

The  bayonet  is  the  deciding  factor  in  every  assault  and  the 
soldier  must  realize  that  its  successful  employment  requires  of 
him  not  only  individual  physical  courage,  but  also  perfect  dis- 
cipline and  a  thorough  knowledge  of  teamwork.  In  a  bayonet 
fight  the  nerviest,  best  disciplined  and  most  skilful  man  wins — 
the  will  to  use  the  bayonet  plus  cold  steel  and  thorough  training 
assure  success. 

Continuous  Training 

2.  The  perfect  confidence  of  the  soldier  in  his  weapon  as 
required  by  this  Manual  is  the  outcome  only  of  long,  continuous 
practice.    To  this  end  bayonet  training  will  be  kept  up  at  all 
times,  except  while  actually  in  the  trenches. 

Development  of  the  Individual 

3.  It  is  absolutely  essential  that  each  man  be  taught  to 
think  and  act  for  himself,  and  there  must  be  no  interval  of 
time  between  the  thinking  and  the  acting.    To  attain  this  end, 
make  the  men  use  their  brains  and  eyes  to  the  fullest  extent  by 
carrying  out  the  practices,  so  far  as  possible,  without  words  of 


Bayonet     Training  105 

command,  i.e.,  by  demonstration.  Cause  them  to  parry  sticks, 
to  thrust  at  a  shifting  target  as  soon  as  it  is  stationary,  etc. 
The  class  should  always  work  in  pairs  and  act  on  the  principle 
of  "master  and  pupil"  alternately.  This  in  itself  tends  to 
develop  individuality  and  confidence.  Sharp,  jerky  words  of 
command  produce  mechanical  movements  of  the  piece  and  will 
not  be  used.  Rapidity  of  movement  and  alertness  of  mind  are 
taught  by  various  quickening  exercises  and  games  which  require 
quick  thinking  and  instantaneous  muscular  response.  Boxing, 
wrestling,  and  all  kinds  of  rough-and-tumble  fighting  play  an 
important  role  in  the  development  of  the  individual. 

Teamwork 

4.  While  actual  bayonet  combat  is  individual,  each  man 
must  understand  from  the  very  first  that  he  is  fighting  for  his 
side,  and  not  for  himself  alone.  It  follows,  therefore,  that  he 
must  be  familiar  with  the  tactical  employment  of  the  bayonet. 
He  must  not  only  know  how,  but  when  and  when  not  to  use  it. 
For  instance,  it  is  absurd  for  a  bayonet  man  to  chase  a  retreat- 
ing enemy  and  stab  him  in  the  back;  he  has  a  bullet  in  his  rifle 
for  just  that  purpose.  Again,  the  man  who,  forgetting  that  he  is 
only  a  member  of  the  team,  rushes  ahead  of  his  comrades  is 
always  needlessly  killed,  thus  helping  the  enemy  and  wasting 
his  own  life,  as  well  as  the  time  and  efforts  of  the  country  he  is 
trying  to  serve.  Perfect  teamwork  is  required  in  order  to  have 
a  good  line  in  the  attack,  but  it  is  of  more  importance  there 
than  on  dress  parade. 

The  bayonet  man  is  frequently  called  upon  to  act  as  pro- 
tector to  his  constant  comrade,  the  grenade-thrower,  who  is 
practically  unarmed.  This  one  fact  requires  that  the  bayonet 
man  be  familiar  with  the  tactics  of  both  weapons — bayonet  and 
grenade — in  mopping-up  parties,  trench  raids,  shell  holes,  and 
assaulting  waves. 

The  supreme  test  of  a  soldier's  training  is  to  demand  of  him 
that  he  hold  a  position  at  the  point  of  the  bayonet.  In  such 
cases  he  must  know  just  how  to  coordinate  himself  with  the 


106  Mass     Physical     Training 

grenadiers  and  machine-gunners.  He  must  know  just  what 
kind  of  a  countercharge  to  make  and  exactly  when  to  start  it. 
Finally,  there  is  for  the  instructor  to  consider  the  close  rela- 
tion between  controlled  rifle  fire  and  the  bayonet,  the  last— 
and  perhaps  the  most  important — phase  of  bayonet  training. 

Equipment 

5.  The  rifle  must  always  be  in  good  condition — clean,  oiled, 
and  in  perfect  working  order.       Care  must  be  taken  that  the 
object  representing  the  enemy  be  incapable  of  injuring  the 
bayonet  or  butt.    Only  light  sticks  are  to  be  used  for  parrying 
practice  with  the  rifle. 

The  chief  causes  of  injury  to  the  bayonet  are :  Delivering  a 
sweeping  point  instead  of  a  true  or  direct  point,  failure  to 
withdraw  the  bayonet  clear  of  the  dummy  before  advancing 
and  placing  the  dummies  on  hard,  unprepared  ground. 

Discs 

6.  For  practicing  direction  there  must  always  be  an  aiming 
mark  on  the  dummy.     Cardboard  discs,  3  inches  in  diameter, 
can  be  improvised  for  this  purpose.    By  continually  changing 
the  position  of  the  disc  the  life  of  the  dummy  can  be  con- 
siderably prolonged.    Five  or  six  circles  can  be  painted  on  the 
dummies  to  take  the  place  of  discs;  the  discs,  however,  will 
always  be  used  in  competitions.    A  number  of  circles,  painted 
white,  make  the  best  marks. 

Dummies 

7.  Dummies,  representing  in  size  the  trunk  of  a  body,  should 
be  constructed  of  brushwood  whenever  available;  failing  this, 
use  sacks  filled  with  the  material  at  hand  that  will  offer  most 
resistance  to  penetration  and  withdrawal  without  injuring  the 
bayonet.    Dummies  must  be  so  suspended  that  they  offer  the 
most  resistance  to  the  attacker  and  at  the  same  time  can  be 
easily  replaced. 


Bayonet     Training  107 

Withdrawal  Boards 

8.  The  withdrawal  board  is  an  instrument  used  to  impress 
upon  the  mind  of  the  student  the  amount  of  resistance  to  be 
expected  in  withdrawing  the  bayonet  after  a  thrust.    It  can  be 
constructed  of  a  barrel  stave  or  other  board  of  similar  dimen- 
sions, hinged  at  the  top  to  a  4  x  4-inch  upright,  the  lower  end 
being  left  free.    The  instructor  causes  the  student  to  place  his 
bayonet  between  the  upright  and  the  board,  and  then  presses 
upon  the  free  end  of  the  board,  thus  clamping  the  bayonet 
between  the  board  and  the  upright.    The  amount  of  pressure 
exerted  by  the  instructor  varies  with  the  resistance  which  it  is 
desired  to  illustrate. 

Other  Apparatus 

9.  Service  Rifle  and  Bayonet:    Scabbard  on  bayonet,  ex- 
cept when  practicing  on  dummies  or  withdrawal  boards. 

Plastrons,  masks,  and  gloves — one  set  for  each  man. 

The  training  stick  is  a  light  stick,  5  feet  to  5  feet  6  inches 
long  and  ^-inch  to  1  inch  in  diameter,  padded  at  one  end  and 
provided  at  the  other  with  a  light  rope  or  wire  thrusting  ring 
having  a  diameter  of  3  inches.  One  for  each  man. 

The  Wooden  Rifle :  Same  outline  as  the  service  rifle,  except 
that  the  part  which  corresponds  to  the  bayonet  is  in  prolonga- 
tion of  the  barrel,  no  attempt  being  made  to  have  the  bayonet 
below  the  barrel,  as  this  would  weaken  the  junction.  The 
balance  is  the  same  as  the  service  rifle,  and  the  weight  nearly 
the  same.  A  tennis  ball,  fastened  to  the  end  by  canvas  strips, 
makes  the  best  pad.  Hair  or  excelsior  will  answer.  One  for 
each  man. 

Unless  this  very  important  part  of  a  soldier's  training  equip- 
ment becomes  an  article  of  issue,  it  can  be  sawed  out  of  a 
piece  of  timber  2  inches  x  6  inches  x  5  feet,  and  trimmed  into 
shape  by  hand.  The  length  of  the  wooden  rifle,  with  tennis 
ball  attached,  can  be  made  the  same  as  the  Model  1917  rifle, 
with  bayonet  fixed.  No  effort  should  be  made  to  use  the  present 
fencing  rifle.  It  is  worse  than  useless. 


108 


Mass     Physical     Training 


Boxing  gloves  and  a  wrestling  mat  are  essential  parts  of  the 
equipment.  They  are  indispensable  in  developing  close  and 
rough-and-tumble  fighting. 

Trench  System 

10.  There  must  be  one  or  more  trench  systems  for  use  in 
the  assault  training,  trench  and  obstacle  jumping,  mop- 
ping-up  parties,  trench  raiding,  and,  in  general,  for  the  tactical 


°v° 

ofo 


a:  a 


o 
eu.o 


Stake  anchored 
in  ground  (elo.ie 
to  dummy)  with 
Turks  Head"  for 
"  the  Jab." 


FIG.  106. 
DUMMIES  AND  COMBAT  EQUIPMENT 

application  of  the  principles  of  the  bullet,  bayonet  and 
grenade  combined. 

No  effort  is,  or  should  be,  made  to  prescribe  a  type  trench 
system.  The  instructor  knows  now  what  he  wants;  the  details 
are  left  to  his  own  ingenuity.  If  the  terrain  is  suitable  for  the 
construction  of  dugouts,  moving  and  pendulum  targets,  dum- 
mies, etc.,  a  combined  course  will  easily  result. 

The  proper  construction  and  upkeep  of  the  dummies  and  the 
repair  of  the  assault  training  courses  form  part  of  the  duties 
of  the  officers  directly  responsible  for  this  part  of  the  training. 

SPECIAL  FEATURES  OF  THE  BAYONET  AND  SUGGESTIONS 

TO  INSTRUCTORS  ON  CARRYING  OUT  BAYONET 

TRAINING 

Requirements  of  Good  Bayonet  Work 
11.  To  attack  effectively  with  the  bayonet  requires  nerve, 
good  direction,  strength,  and  quickness  during  a  state  of  wild 
excitement  and  probably  physical  exhaustion. 


Bayonet     Training 
Killing  Range 


109 


12.  The  maximum  killing  range  of  the  bayonet  is  about  5 
feet  (measured  from  opponent's  eyes  to  your  own),  but  more 
often  the  killing  is  at  closer  quarters — at  2  feet  or  less — when 
troops  are  struggling  corps  a  corps  in  the  trenches  or  darkness. 


TARGET  fyr~\ — 


FIG.   107. 

TRENCH  SYSTEM  SUITABLE  FOR  ASSAULT  TRAINING,  AND  COMBINED  TACTIC^ 
OF  RIFLE,  BAYONET  AND  GRENADE 


110  Mass     Physical     Training 

Bayonet  an  Offensive  Weapon 

13.  Remember  always  that  the  bayonet  is  essentially  an 
offensive  weapon.    Rush  straight  at  an  opponent  with  the  point 
threatening  his  throat,  and  deliver  the  thrust  wherever  an 
opening  presents  itself.    If  no  opening  is  obvious,  one  must  be 
made  by  deflecting  the  opponent's  piece  or  by  threatening  him 
on  one  side  and  driving  in  on  the  other.    But  keep  boring  in. 
The  man  who  fails  to  take  advantage  of  an  opening  of  one-fifth 
of  a  second  in  which  to  thrust  may  lose  his  life. 

In  a  bayonet  assault  all  ranks  go  forward  to  kill  or  be  killed, 
and  only  those  who  have  developed  skill  and  strength  by  con- 
stant training  will  be  able  to  kill. 

There  is  no  sentiment  about  the  use  of  a  bayonet.  It  is  a 
cold-blooded  proposition.  The  bayonet  fighter  kills  or  is  killed. 
Few  bayonet  wounds  come  to  the  attention  of  the  surgeon. 

Length  of  Lessons  and  Practice 

14.  As  it  is  not  the  intention  nor  is  it  necessary  to  make  the 
technique  of  bayonet  fighting  difficult,  long  detail  is  quite 
unnecessary,  and  serves  only  to  make  the  work  monotonous. 
All  instruction  must  be  carried  out  on  common-sense  lines.    It 
should  seldom  be  necessary  to  give  a  demonstration  more  than 
two  or  three  times,  after  which  the  individual  should  acquire 
the  correct  position  by  practice.    For  this  reason,  a  lesson  or 
daily  practice  should  rarely  last  more  than  one  hour,  given  in 
two  parts  of  half  an  hour  each.    Remember  that  nothing  kills 
interest  so  quickly  as  monotony. 

Strive  for  simplicity  in  all  explanations.  Do  not  quibble 
over  minutiae.  Insist  on  basic  principles  only.  Each  man  has 
his  own  individual  way  of  fighting. 

Work  Made  Interesting 

15.  Interest  in  the  work  is  to  be  created  by  explaining  the 
reasons  for  the  various  positions,  the  method  of  handling  the 
rifle  and  bayonet,  and  the  uses  of  the  thrusts.    Questions  should 
be  put  to  the  men  in  order  to  ascertain  whether  or  not  they 
understand  these  reasons.     When  men  realize  the  object  of 


Bayonet     Training  111 

their  work  they  naturally  take  a  greater  interest  in  it.  The 
instructor  must  have  the  men  consider  him  a  trainer  and  helper. 
Competitions  arouse  and  maintain  interest  in  the  work. 

Progression 

16.  Under  the  plan  as  herein  prescribed,  the  work  is  care- 
fully divided  into  successive  steps,  and  this  progression  must 
not  be  delayed  in  order  to  obtain  correct  positions  and  good 
direction.     These  points  having  been  properly  covered  in  the 
instruction,  their  proficiency,  quickness,  and  strength  result 
from  continual  practice. 

Physical  Development 

17.  Every  officer  and  soldier  must  be  brought  to  the  highest 
state  of  physical  development  and  kept  in  that  condition.    A 
man  must  train  with  the  bayonet  as  a  champion  trains  for  a 
contest  in  which  his  title  is  at  stake. 

In  order  to  encourage  dash  and  gradually  strengthen  the  leg 
muscles,  from  the  beginning  of  the  training  all  classes  should 
be  practiced  in  charging  short  distances,  jumping  trenches  and 
hurdles,  jumping  in  and  vaulting  out  of  trenches,  etc. 

Classes  for  Officers  and  Non-Commissioned  Officers 

18.  All  company  officers  and  non-commissioned  officers  must 
be  trained  as  bayonet  instructors  in  order  that  they  may  be 
able  to  teach  their  men  this  very  important  part  of  a  soldier's 
training,  which  must  be  regularly  practiced  during  the  whole 
of  the  service  at  home  and  during  the  rest  periods  behind 
the  firing  line. 

Conduct  of  Classes 

19.  The  class  is  always  formed  in  two  ranks  facing  each 
other,  with  a  two-pace  interval.    The  instructor  goes  wherever 
necessary,  but  while  demonstrating  a  movement  he  should  sta- 
tion himself  to  one  flank  and  in  prolongation  of  the  center  line 
between  ranks. 

Each  lesson  is  begun  with  a  series  of  quickening  movements, 
exercises,  or  games  (all  men  like  to  play  games)  which  develop 


112  Mass     Physical     Training 

coordination  of  the  muscles  used  in  bayonet  combat.  After 
combat  practice,  the  instructor  should  review  movements 
taught  in  the  recruit  course  and  correct  all  errors  in  detail. 
This  will  correct  faults  induced  by  simulated  individual  fighting. 

20.  Since  the  bayonet  will  be  used  in  trenches  which  turn  at 
the  traverses,  communication  trenches,  etc.,  to  the  right  as 
well  as  to  the  left,  it  is  necessary  to  teach  men  to  use  the  rifle 
with  either  hand  in  front.    This  in  order  always  to  present  the 
bayonet  to  the  enemy  before  the  body. 

Men  learn  to  use  the  piece  left-handed  (right  hand  in  front) 
with  but  little  practice,  and  many  prefer  it.  It  has  the  advan- 
tage of  placing  the  stronger  arm  in  front,  where  it  directs  the 
piece  better  and  adds  strength  to  the  parries. 

Size  of  Class 

21.  The  maximum  number  of  men  to  be  instructed  by  one 
trainer  is  twenty;  better  results  will  be  obtained  with  classes 
of  ten.    Each  man  requires  individual  instruction  and  super- 
vision.   Large  classes  make  this  impossible. 

To  Teach  a  Position 

22.  First  demonstrate  the  position  and  explain  all  essential 
points,  giving  reasons  for  them.    Then  show  the  position  again, 
making  the  class  observe  each  movement,  so  that  from  the 
very  beginning  of  his  training  a  man  is  taught  to  use  his  eyes 
and  brain.    Order  the  class  to  assume  and  practice  the  position 
just  explained.    Pick  out  the  man  who  shows  the  best  position 
and  have  the  class  look  at  and  copy  him.    His  position  will  not 
be  ideal,  but  it  is  more  nearly  correct  than  those  assumed  by 
the    remainder,    who,    being    beginners,    cannot    distinguish 
between  a  good  position  and  an  ideal  one. 

Do  not  make  the  mistake  of  trying  to  get  a  class  of  begin- 
ners to  idealize  at  once;  only  by, constant  practice  and  continual 
correction  can  perfection  be  obtained. 

For  closer  personal  instruction,  the  instructor  may  call  out 
the  men  by  pairs,  letting  the  others  practice  at  will  the  posi- 
tions and  movements  already  taught. 


Bayonet     Training  113 

Do  everything  you  can  to  encourage  the  men  to  practice 
with  the  bayonet,  training  stick,  etc.,  while  off  duty  around 
barracks  or  camp,  while  at  rest  during  other  drills,  etc.  Utilize 
your  own  rest  periods  for  short  talks  on  the  use  and  spirit  of 
the  bayonet. 

Signals 

23.  In  practicing  the  various  movements,  the  use  of  signals 
should  be  begun  as  early  as  practicable.  Their  object  is  to 
coordinate  the  eyes  with  the  muscles,  thus  training  the  men 
to  see  and  to  avail  themselves  quickly  of  openings.  The  signals 
were  devised  to  supersede  the  vicious  custom  of  turning  bayonet 
work  into  a  drill  by  the  use  of  commands,  which  deadens  a 
soldier's  initiative  and  ignores  the  training  of  his  eye. 

These  signals  are  not  imitations  of  the  movements  they  call 
for;  imitations  would  be  of  little  advantage  to  the  pupil.  The 
idea  is  to  indicate  with  the  trainer's  hand  an  opening  which  the 
pupils  perceive  and  act  upon. 

The  signals,  easily  learned,  will  be  used  by  the  men  working 
in  pairs — one  signalling,  the  other  thrusting,  etc. 

To  signal  for  the  following  positions  or  movements,  the 
trainer  moves  as  indicated: 

Guard:  Assume  it,  left  hand  at  back,  right  elbow  at  side, 
right  forearm  pointing  to  front,  fist  closed. 

Short  Guard :  Same  as  guard,  except  that  the  arm  is  drawn 
straight  to  the  rear  until  the  fist  is  at  the  right  side. 

Long  Thrust:  Clap  the  right  palm,  fingers  apart  and  ex- 
tended, to  that  part  of  the  body  toward  which  the  soldier  is 
to  aim. 

Short  Thrust :  Same  as  long  thrust,  except  the  fist  is  closed. 
If  pupil  is  not  in  position  of  short  guard  when  he  gets  the  signal, 
he  comes  to  that  position  and  executes  short  thrust. 

Jab :   Place  both  closed  fists  under  the  chin. 

Parry:  Strike  a  blow  diagonally  across  the  body  in  the 
direction  the  parry  is  to  be  made,  fist  closed.  Follow  by  signal 
for  thrust. 

Butt  Strokes :  Make  an  upper  cut  with  the  fist  to  indicate  a 

8 


114  Mass     Physical     Training 

butt  stroke  to  the  crotch,  a  right  hook  for  butt  stroke  to  the 
jaw,  an  overhand  swing  for  butt  stroke  to  the  head. 

Slash  (following  butt  stroke) :  After  butt  stroke  signal, 
carry  the  hand  upward,  fingers  extended  and  joined,  and 
slash  down. 

Disengage:  Describe  an  arc  with  the  right  hand,  fingers 
extended  and  joined,  in  the  direction  the  disengage  is  to  be 
made.  Make  the  arc  with  a  forward  motion.  Follow  by  signal 
for  thrust. 

Cut-Over:  Describe  an  arc  up  and  forward  with  the  right 
hand,  fingers  extended  and  joined,  in  the  direction  the  cut-over 
is  to  be  made.  Follow  by  signal  for  thrust.  In  executing  the 
movements  the  point  of  the  bayonet  follows  the  movement  of 
the  trainer's  hand,  regardless  of  the  relative  right  or  left.  When 
the  trainer  wishes  the  pupil  to  step  forward  with  the  rear  foot 
in  making  any  of  the  movements,  the  trainer  steps  to  the  rear 
as  he  gives  the  signal. 

GENERAL  INSTRUCTIONS  FOR  BAYONET  TRAINING 
Practice  and  Combat 

24.  (a)  Scabbards  will  not  be  removed  from  the  bayonet 
except  for  thrusting  at  dummies  and  practice  at  withdrawal 
boards. 

(b)  The  guard,  withdrawal,  thrust,  parries,  and  the  jab  will 
be  taught  first  with  the  left,  then  the  right,  foot  forward.    Later 
the  men  must  become  ambidextrous  in  handling  the  rifle. 

(c)  The  withdrawal  position  after  a  long  thrust  is  the  start- 
ing position  for  a  short  thrust.    The  short  thrust  naturally  fol- 
lows a  long  thrust. 

(d)  From  the  outset  the  class  will  be  practiced  frequently  in 
making  short  charges  in  the  open.    This  is  a  good  quickening 
exercise,  and  it  also  develops  the  leg  muscles. 

(e)  A  target  to  thrust  at  will  always  be  named  when  work- 
ing by  command;  or  if  by  signal,  by  position  of  hand  or  training 
stick;  it  will  also  be  clearly  marked  on  all  dummies. 

(f)  Ranks  working  together  must  always  be  far  enough 


Bayonet     Training  115 

apart  to  prevent  accidents  when  thrusts  are  being  made.  When 
thrusts  are  made  advancing,  the  ranks  will  change  positions  by 
coming  to  high  port,  double  timing  past  each  other  and  turning 
about.  When  working  against  dummies  men  will  always  con- 
tinue the  movement  past  the  dummies,  which  they  will  leave 
on  their  right. 

(g)  The  withdrawal,  once  taught,  will  be  made  after  each 
thrust.  After  a  thrust,  advancing  rear  foot  or  on  the  advance, 
the  hand  will  always  be  moved  up  the  rifle  on  the  withdrawal. 

(h)  The  padding  of  the  training  stick  will  be  as  small  as  is 
consistent  with  safety. 

(i)  In  the  second  practices  the  thrusts  will  also  be  practiced 
deliberately  and  progressively  on  dummies  placed,  as  a  prepara- 
tion for  assault  training,  in  positions  of  increasing  difficulty, 
e.g.,  on  parapets  and  steps  of  shallow  trenches  and  in  fire  and 
communicating  trenches. 

(j)  The  entire  five  lessons  will  be  taught  right-handed  before 
any  left-handed  practice  is  allowed. 

(k)  Jumping  will  usually  be  done  from  the  high  port  by 
throwing  the  piece  sharply  to  the  front  on  taking  off  and  bring- 
ing it  back  in  on  landing.  Some  men  jump  hurdles  very  easily 
by  holding  the  rifle  in  the  guard  position  and  throwing  it  up 
quickly  on  taking  off.  The  grasp  of  the  hands  remains  the 
same,  and  the  piece  is  started  down  again  when  the  man  is  at 
the  highest  point  in  his  jump,  thus  bringing  him  down  in  a 
good  position  for  thrusting.  This  applies  the  principle  of  jump- 
ing with  weights. 

25.  The  system  of  training  herein  prescribed  is  based  on  the 
direct  appeal  to  the  student's  brain  through  his  eye,  his  natural 
instinct  being  utilized  to  the  greatest  extent,  and  the  maximum 
amount  of  time  being  spent  in  practicing  at  will  what  has  been 
shown  him  by  the  instructor.     Instruction  by  demonstration 
rather  than  by  word  of  command  is  to  be  the  invariable  method. 

26.  Each   detail,    after    receiving    individual    instruction, 
will  double-time  back  to  its  place  in  ranks,  and  will  practice 
what    they    have    been    previously    taught,    correcting    one 
another's  faults. 


116  Mass     Physical     Training 

At  least  once  during  each  lesson  the  class  should  be  formed 
in  two  ranks  for  the  following  exercise :  As  the  instructor,  who 
carries  a  training  stick,  approaches  each  man,  that  man  will 
come  to  guard  and  threaten  the  instructor  with  his  point  as 
long  as  he  is  sufficiently  near  to  attack.  If  the  instructor  holds 
the  padded  end  above  his  waist  line,  a  parry  is  required;  if 
below,  a  butt  stroke  or  kick.  If  the  ring  is  presented,  a  thrust  is 
required.  The  stick  is  "dead"  when  the  ring  is  on  the  ground. 

27.  The  following  sequence  will  be  adhered  to  in  each  lesson : 
All  instruction  will  first  be  demonstrated  to  the  class  by  the 
instructor  with  a  man,  at  a  dummy,  or  with  a  training  stick. 
The  class,  in  class  formation,  will  then  practice  at  will  all  they 
have  previously  learned  while  the  instructor  gives  each  detail 
of  two  men  individual  instruction  in  the  present  lesson.    The 
size  of  details  may  later  be  increased,  according  to  the  pro- 
ficiency of  the  class.  At  the  conclusion  of  the  hour  the  instructor 
may  review  previous  lessons  by  words  of  command. 

28.  The  instructor  must  encourage  the  men  to  cultivate  a 
facial  expression  of  sternness,  strength,  eagerness  to  fight,  and 
confidence  in  winning. 

TRAINING  OUTLINED  AND  MOVEMENTS  EXPLAINED 

IN  DETAIL 

29.  Bayonet  training  may  be  divided  into: 

(a)  The  recruit  course,  which  consists  of  five  lessons,  and 
assault  training. 

(b)  The  trained  soldier's  daily  practice,  which  constantly 
reviews  the  principles  taught  the  recruit  and  combines  the 
assault  with  musketry  and  grenade  warfare. 

30.  The  recruit  course  is  so  arranged  that  after  six  weeks 
service  he  will  be  able  to  begin  the  assault  training.     (NOTE: 
It  is  assumed  that  the  first  two  weeks  of  a  recruit's  service  will 
be  given  over  to  drawing  equipment,  vaccinations,  inoculations, 
etc.)    He  will  receive  one  hour  instruction  each  day,  given  in 
two  parts  of  half  an  hour  each.    The  men  will  wear  only  such 


Bayonet     Training 


117 


clothing  as  will  permit  freedom  of  movement  in  the  training. 
Shoes  should  be  hobbed  in  order  to  prevent  slipping.  Helmets, 
belts  and  packs  may  be  required  in  tests  and  competitions. 

LESSON  I 
Vulnerable  Parts  of  Body 

31.  The  point  of  the  bayonet  should  be  directed  against  an 
opponent's  throat,  especially  in  hand-to-hand  fighting,  so  that 
the  point  will  enter  easily  and  make  a  fatal  wound  on  pene- 
trating a  few  inches.    Also  being  near  the  opponent's  face, 
it    tends    to    make    him 

flinch.  Other  vulnerable 
and  usually  exposed  parts 
are  the  face,  chest,  lower 
abdomen,  thighs,  and, 
when  the  back  is  turned, 
the  kidneys.  The  armpit, 
which  may  be  reached 
with  a  jab,  if  the  throat 
is  protected,  is  vulnerable 
because  it  contains  large 
blood-vessels  and  a  nerve 
center. 

Four  to  six  inches  penetration  is  enough  to  incapacitate 
and  allow  a  quick  withdrawal,  whereas  if  a  bayonet  is  driven 
home  too  far  it  is  often  impossible  to  withdraw  it.  In  such 
cases  a  round  must  be  fired  to  break  up  the  obstruction. 

Guard 

32.  Point  of  the  bayonet  directed  at  the  base  of  the  oppo- 
nent's throat,  the  rifle,  not  canted,  held  firmly  but  not  rigidly 
with  both  hands,  the  left  hand,  palm  against  side  of  rifle,  at 
the  most  convenient  position  in  front  of  the  rear  sight  so  that 
the  left  arm  is  only  slightly  bent,  the  right  hand,  palm  to  the 
left  and  just  over  the  navel,  grasping  the  small  of  the  stock, 


FIG.  108. 
GUARD 


118  Mass     Physical     Training 

the  right  forearm  pressing  the  upper  part  of  the  butt  to  the 
body,  legs  separated  as  in  taking  a  natural  step  and  meeting 
with  resistance,  left  foot  leading,  both  knees  slightly  bent,  feet 
separated  laterally  a  few  inches  and  both  feet  flat  on  the  ground, 
toes  pointed  as  the  man  naturally  points  them  in  walking.  The 
weight  is  balanced  over  both  legs. 

The  position  must  not  be  constrained  in  any  way,  but  must 
be  one  of  aggression,  alertness,  and  readiness  to  go  forward 
for  instant  attack  (Fig.  108). 

Reasons 

The  point  of  the  bayonet  is  directed  at  the  base  of  the  oppo- 
nent's throat  because  that  is  the  most  vulnerable  part  of  the 
body.  The  rifle  is  held  with  both  hands  to  give  the  greatest 
strength.  The  barrel  is  up,  i.e.,  "not  canted,"  because  this  is 
the  most  offensive  way  of  holding  it.  The  palms  of  the  hands 
are  against  the  sides  of  the  rifle  because  in  this  position  the 
piece  is  not  canted,  and  also  the  wrists  are  not  bent  in  making 
the  parries.  The  hands  are  in  the  positions  described  because 
they  give  the  best  grip  of  the  rifle  and  get  it  well  advanced 
toward  the  opponent  so  that  he  can  be  reached  with  a  minimum 
movement  of  the  rifle,  at  the  same  time  sufficient  play  is 
allowed  to  run  him  through.  The  legs  are  separated  as  in 
taking  a  natural  step  and  meeting  with  resistance  because 
this  is  what  actually  happens  to  a  man  in  bayonet  combat. 
Separating  the  feet  laterally  a  few  inches  gives  a  man  a  broader 
and  firmer  base.  The  position  is  not  constrained  because  if  it 
were  the  muscles  would  soon  tire  and  freedom  of  motion 
would  be  lost. 

Common  Faults 

1.  Leaning  body  back. 

2.  Left  arm  too  much  bent,  or  too  straight. 

3.  Right  hand  held  too  low  and  too  far  back. 

4.  Rifle    grasped    too    rigidly,    restraining    all    freedom 
of  motion. 


Bayonet     Training  119 

Rest 

33.  Assume  a  position  of  rest  in  the  easiest  way  possible 
without  moving  the  feet,    and   with   the   rifle,   butt  on  the 
ground,  on  the  right  side  of  the  body  (Fig.  109). 

High  Port 

34.  From  the  position  of  guard,  without  changing  the  grasp 
of  the  hands,  carry  the  piece  diagonally  across  the  body  until 
the  left  wrist  is  level  with  and  in  front  of  the  left  shoulder. 

When  jumping  ditches,  surmounting  ob- 
stacles, etc.,  the  position  of  the  piece  is  ap- 
proximately maintained  with  the  left  hand 
alone,  leaving  the  right  hand  free.  The  high 
port  is  adopted  only  when  actually  preparing 
to  assault.  At  other  times  the  rifle  is  carried 
on  the  shoulder,  at  the  trail,  or  slung, 
according  to  circumstances. 

Long  Thrust 

35.  Grip  the  rifle  with  all  your  strength 

and  vigorously  deliver  the  point  from  the  guard  position  to 
the  full  extent  of  the  left  arm,  extending  quickly  the  whole 
body  to  the  front,  butt  running  along  the  inside  of  and  against 
the  right  forearm.  If  in  making  the  thrust  the  right  elbow  is 
carried  low,  so  as  to  clamp  the  butt  between  the  right  fore- 
arm and  the  right  side  of  the  body,  it  furnishes  a  brace 
against  the  point  being  forced  aside. 

The  leading  knee  and  ankle  are  well  bent,  the  rear  leg 
braced  with  the  heel  raised,  the  body  inclined  well  forward. 

The  power  of  a  thrust  comes  from  the  right  arm,  the  shoul- 
ders, the  back,  the  legs  and  the  weight  of  the  body.  The  left 
arm  is  used  more  to  direct  the  point  of  the  bayonet.  A  delivered 
thrust  throws  a  man  off  his  balance,  but  in  fighting  this  is 
instantly  recovered  by  stepping  forward  with  the  rear  foot. 
After  a  man  has  learned  the  details  of  a  thrust  it  will  always  be 
delivered  while  advancing.  The  eyes  must  be  fixed  on  the 
object  at  which  the  thrust  is  made. 


120 


Mass     Physical     Training 


In  making  thrusts  other  than  straight  to  the  front,  the 
leading  foot  should  move  laterally  in  the  same  direction  in 
which  the  thrust  is  made. 

The  long  thrust  is  made  at  an  opponent  at  a  range  of  about 
5  feet  from  the  attacker's  eye.  It  is  very  important  to  be  able 
to  judge  this  distance.  In  advancing  on  a  dummy,  men  are 
prone  to  let  the  momentum  of  the  body  carry  the  point  through 
the  dummy  without  making  the  thrust.  This  must  be  guarded 


FIG.  110. 
A,  LONG  THRUST;  B,  WITHDRAWAL  FROM  LONG  THRUST;  C,  SHORT  THRUST 

against,  as  it  brings  your  point  forward  at  the  same  rate  of 
speed  as  your  body,  which  is  fairly  uniform  and  easily  judged. 
The  darting  forward  of  the  point  at  the  last  instant  gives  a 
speed  that  is  harder  to  judge  (Fig.  110A). 

Reasons 

The  rifle  is  gripped  hard  because  the  point,  in  entering  the 
body,  will  meet  with  great  resistance.  The  leading  knee  and 
ankle  are  well  bent,  the  rear  leg  braced  with  the  heel  raised 
and  the  body  inclined  well  forward,  because  in  this  position  the 
maximum  amount  of  reach  and  power  are  obtained  in  the 
thrust.  The  rear  foot  is  always  brought  forward  in  order  t$ 


Bayonet     Training  121 

preserve  the  balance,  and  also  because  the  thrust  will  usually 
be  made  advancing.  The  eyes  must  be  fixed  on  the  object 
aimed  at  in  order  to  secure  a  hit. 


Common  Faults 

1.  Rifle  drawn  back  just  before  delivering  thrust. 

2.  Elbow  and  butt  of  rifle  held  as  high  as  or  against  the 
right  shoulder. 

3.  Eyes  not  directed  at  object. 

4.  Leading  knee  not  sufficiently  bent. 

5.  Body  not  inclined  forward  enough. 

6.  Failure  of  point  to  go  forward  on  a  straight  line. 

7.  Butt  not  braced  against  inside  of  right  forearm. 

8.  Doing  too  much  work  with  the  arms  and  not  getting  the 
body  into  it. 

Withdrawal  from  Long  Thrust 

36.  To  withdraw  the  bayonet  after  a  "long  thrust"  has 
been  delivered,  jerk  the  rifle  straight  back  until  the  right  hand 
is  behind  the  hip,  this  without  unduly  relaxing  the  grasp  of 
the  small  of  the  stock,  and  immediately  resume  the  "guard" 
position. 

Don't  try  to  do  all  the  work  with  your  arms.  Carry  the 
weight  of  your  body  to  the  rear  by  straightening  out  the  lead- 
ing leg  and  straightening  the  body  up  at  the  waist.  Yank  the 
piece  to  the  rear  with  the  shoulders  and  arms.  If  the  leverage 
or  proximity  to  the  object  transfixed  renders  it  necessary,  the 
left  hand  must  first  be  slipped  toward  the  muzzle,  and  when  a 
pupil  reaches  the  stage  of  delivering  a  "thrust"  while  advanc- 
ing on  a  dummy  or  thrusting  ring,  he  will  adopt  this  method. 

After  every  thrust,  make  a  rapid  withdrawal  before  coming 
to  guard.  A  quick  withdrawal  is  necessary  to  get  ready  to  meet 
another  enemy,  to  prevent  the  one  just  stuck  from  bending 
your  bayonet  in  falling,  and  to  prevent  him  attempting  to 
injure  you.  Men  still  have  fight  left  in  them  after  you  stick 
^hem  unless  you  hit  a  vital  spot,  but  when  the  bayonet  comes 


122  Mass     Physical     Training 

out  and  the  air  sucks  in  and  they  begin  to  bleed  on  the  inside 
they  feel  the  pain  and  lose  their  fight  (Figs.  HOB  and  111). 

Common  Faults 

1.  Not  making  withdrawal  vigorously  enough. 

2.  Not  drawing  bayonet  back  on  line  of  penetration,  i.e., 
letting  butt  drop. 

First  Practice,  Thrusting  at  Changing  Targets 

37.  The  class,  working  in  pairs,  with  the  instructor  super- 
vising, should  be  practiced  in  thrusting  in  various  directions, 

e.g.,  (1)  at  the  opposite  man's 
hand,  which  is  placed  in  various 
positions  on  and  off  the  body; 
(2)  at  thrusting  rings,  etc.,  tied 
on  the  ends  of  sticks.  This 
practice  must  be  done  without 
word  of  command. 

Second   Practice,   Thrusting  at 
Discs  on  Dummies 

FIG.  111.  38.  The  men  will  be  taught 

WITHDRAWAL  FROM  LONG  THRUST    \o     transfix     a     disc    or    circle 

AT  PRONE  FIGURE 

painted  on  a  dummy,  first  from 

a  halt  at  a  distance  of  about  5  feet  from  the  dummy  (i.e.,  the 
extreme  range  of  the  bayonet),  and  then,  after  advancing  three 
or  more  paces,  later  increasing  the  distance  and  speed  as  the 
men  progress.  The  advance  must  be  made  in  a  practical  and 
natural  way,  and  should  be  practiced  with  either  foot  to  the 
front  when  the  thrust  is  delivered.  The  rifle  must  never  be 
drawn  back  just  before  making  a  thrust  in  a  forward  movement. 
The  impetus  of  the  body  and  the  forward  stretching  of  the  arms 
supply  the  maximum  force. 

The  bayonet  must  be  withdrawn  immediately  after  the 
thrust  has  been  delivered  and  a  forward  threatening  attitude 
assumed  to  the  side  of  or  beyond  the  dummy. 

Unless  the  rifle  is  firmly  gripped,  it  is  likely  to  injure  the 


Bayonet     Training  123 

hand.  By  gripping  the  rifle  as  far  back  on  the  small  of  the 
stock  as  the  comb  will  permit,  the  forefinger  will  be  saved  from 
being  cut  by  the  trigger  guard. 

To  guard  against  accidents,  the  men  must  be  at  least  5  feet 
apart  when  the  practice  is  carried  out  collectively. 

The  principles  of  this  practice  will  be  observed  while  thrust- 
ing at  dummies  in  trenches,  standing  upright  on  the  ground,  or 
suspended  from  gallows.  They  should  be  applied  at  first 
slowly  and  deliberately,  for  no  attempt  must  be  made  to  carry 
out  the  assault  training  before  the  men  have  been  carefully 
instructed  in  and  have  thoroughly  mastered  the  prelimi- 
nary lessons. 

LESSON  II 

Parry  Right  (Left) 

39.  From  the  position  of  guard,  vigorously  straighten  the 
left  arm  without  bending  the  wrists  or  twisting  the  rifle  in  the 
hands,  at  the  same  time  engaging  opponent's  piece  and  deflect- 
ing it  just  clear  of  your  body,  forcing  your  body  forward  to 
the  full  extent  of  your  reach.  Keep  the  barrel  up,  the  point 
threatening  the  opponent's  body,  preferably  his  throat.  If  the 
parry  right  is  properly  made,  it  is  easy  to  kill  the  opponent  with 
the  thrust  which  immediately  follows — in  fact,  the  opponent 
will  usually  impale  himself  on  your  point.  In  parry  left  the 
point  is  carried  out  of  line  with  your  opponent's  body,  but  can 
be  quickly  brought  back,  as  it  is  nearer  this  line  than  the  oppo- 
nent's point.  Parry  left  is  followed  up  at  once  either  with  a 
thrust  or  a  butt  stroke  to  the  ribs  or  jaw.  During  the  parry  the 
eyes  must  be  kept  on  the  point  of  the  weapon  being  parried,  but, 
having  completed  the  parry,  the  eyes  are  instantly  fixed  on  the 
part  of  the  opponent's  body  to  be  attacked  (Figs.  112A, 
B  and  C). 

Fending  Off 

In  addition,  practice  must  be  given  in  fending  off  the  oppo- 
nent's point  with  either  bayonet  or  rifle  in  any  position. 


124  Mass     Physical     Training 

Common  Faults 

1.  Wide  sweeping  parry  with  no  forward  movement  in  it, 

2.  Eyes  taken  off  the  point  of  the  weapon  to  be  parried. 


LEFT 
LOW. 


RIGHT 
LOW. 


RIGHT. 


LKF1'. 


FROM 
PARAPET 


FROM 
TRENCH. 


FIG.  112. 
A,  B,  AND  C—  PARRIES 


3.  Making  the  arms  do  all  the  work  and  not  getting  the 
weight,  strength  and  momentum  of  the  body  into  the  parry. 

4.  Parry  lacking  force. 


Bayonet     Training  125 

Men  should  be  taught  to  regard  the  parry  as  an  offen- 
sive movement. 

Parries  will  be  practiced  with  the  right  as  well  as  with  the 
left  foot  forward  preparatory  to  the  practice  of  parrying 
when  advancing. 

Men  when  learning  the  parries  should  be  made  to  observe 
the  movements  of  the  rifle  carefully,  and  should  not  be  kept 
longer  at  this  practice  than  is  necessary  for  them  to  understand 
what  is  required;  that  is,  vigorous,  yet  controlled,  action. 

First  Practice 

The  class  works  in  pairs,  with  scabbards  on  bayonets;  one 
man  thrusts  with  a  stick  and  the  other  parries.  The  "guard" 
position  is  resumed  after  each  parry.  At  first  this  practice  must 
be  slow  and  deliberate  without  letting  it  become  mechanical. 
It  will  be  increased  in  rapidity  and  vigor  as  the  instruction 
progresses. 

Care  must  be  taken  that  the  man  thrusting  with  the  stick 
does  not  swing  it  into  the  man  with  the  rifle.  If  the  man  makes 
sweeping  movements  with  the  stick,  the  man  with  the  rifle  will 
probably  develop  sweeping  parries. 

Second  Practice 

Sticks  long  enough  to  represent  the  opponent's  weapon  in 
the  "guard"  position  should  be  attached  to  the  dummies 
and  parried. 

The  men  must  also  be  taught  to  parry  thrusts  made  at 
them  (1)  by  an  "enemy"  in  a  trench  when  they  are  themselves 
on  the  parapet;  (2)  by  an  "enemy"  on  the  parapet  when  they 
are  in  the  trench,  and  (3)  when  both  are  fighting  on  the  same 
level  at  close  quarters  in  a  deep  trench. 

LESSON  III 
The  Short  Thrust 

40.  Shift  the  left  hand  quickly  towards  the  muzzle  and 
draw  the  rifle  back  to  the  extent  of  the  right  arm,  this  without 


126 


Mass     Physical     Training 


unduly  relaxing  the  grasp  of  the  small  of  the  stock,  the  butt 
either  upwards  or  downwards,  according  as  a  low  or  a  high 
thrust  is  to  be  made;  then  deliver  the  thrust  vigorously  to  the 
full  extent  of  the  left  arm. 

N.  B. — The  short  thrust  is  used  at  a  range  of  about  3  feet, 
and  in  close  fighting  it  is  the  natural  thrust  made  when  the 
bayonet  has  just  been  withdrawn  after  a  long  thrust.  If  a 

__  strong    withdrawal     is 

necessary,  the  right 
hand  should  be  slipped 
above  the  rear  sight 
after  the  "short"  thrust 
has  been  made  (Figs. 
HOC  and  113). 

Short  Guard 

Left  hand  grasping 
rifle  just  under  the  stack- 
ing swivel,  left  arm 
slightly  bent,  right  hand 
grasping  small  of  stock, 
stock  against  the  right 
hip.  Point  directed  at 
opponent's  throat.  Body, 
legs,  and  feet  as  in  guard. 


FIG.  113. 

A,  SHORT  THRUST 
B,  WITHDRAWAL  FROM  SHORT  THRUST 

Practice 


41.  The  principles  of  the  two  practices  of  Lesson  I  should 
be  observed  so  far  as  they  apply.  By  placing  a  disc  on  each  of 
the  dummies,  the  "short  thrust"  may  be  taught  in  conjunction 
with  the  "long  thrust,"  the  first  disc  being  transfixed  with  the 
long,  the  second  with  the  short  thrust.  On  delivery  of  the 
"long  thrust,"  if  the  left  foot  is  forward,  the  "short  thrust" 
would  take  place  with  the  right  foot  forward,  and  vice  sersa. 

"Fend  off"  will  be  practiced  from  the  position  of  the  "short 
thrust." 


Bayonet     Training  127 

LESSON  IV 
The  Jab 

42.  From  any  position,  carry  the  rifle  to  an  almost  vertical 
position,  close  to  the  body,  the  left  hand  against  the  stacking 
swivel,  the  right  hand  at  the  most  convenient  place  above  the 
rear  sight;  from  this  position  jab  the  point  of  the  bayonet 
upwards  into  the  throat  or  other  vulnerable  part  of  the  oppo- 


FIG.  114. 

nent's  body  by  a  quick  and  vigorous  upward  movement  of  the 
shoulders,  stepping  in  if  necessary.  The  feet  should  be  well 
separated  laterally  and  the  knees  bent  (Fig.  114). 

Reasons 

The  rifle  is  carried  to  an  almost  vertical  position  because 
the  jab  is  used  only  in  close  fighting,  and  when  embraced  by 
an  opponent,  and  will  usually  be  made  at  the  throat  or  armpit. 
The  shoulders  are  used  in  making  the  jab  in  order  to  slip 
through  the  grasp  of  an  opponent  when  he  is  pinning  your 
arms  to  your  side.  The  feet  are  well  apart  laterally  and  the 
knees  bent  in  order  to  give  a  firmer  base. 


128  Mass     Physical     Training 

Common  Faults 

1.  Rifle  drawn  backward  and  not  held  upright  enough. 

2.  Rifle  grasped  too  low  with  the  right  hand. 

3.  Doing  all  the  work  with  the  arms  and  not  putting  the 
whole  body  into  it. 

4.  Not  pressing  the  rifle  against  the  leg. 

5.  Jab  not  vigorous  enough  and  too  high. 

From  the  "jab"  position  men  will  be  practiced  in  fending 
off  an  attack  made  at  any  part  of  them. 

The  "jab"  is  employed  in  close-quarter  fighting  in  narrow 
trenches  and  when  "embraced"  by  an  opponent. 

After  any  move  that  carries  the  point  beyond  the  enemy,  if 
possible,  come  immediately  to  the  short  thrust  or  jab  position; 
that  is,  keep  your  point  between  you  and  your  enemy. 

LESSON  V 
Methods  of  Injuring  an  Opponent 

43.  It  should  be  impressed  upon  the  class  that,  although  a 
man's  "thrust"  has  missed  or  has  been  parried,  or  his  bayonet 
has  been  broken,  he  can,  as  "attacker,"  still  maintain  his 
advantage  by  injuring  his  opponent  with  butt  stroke  or  kick. 

In  individual  fighting  the  butt  can  also  be  used  horizontally 
against  the  opponent's  jaw,  etc.  This  method  is  impossible  in 
trench  fighting  or  in  an  attack,  owing  to  the  horizontal  sweep 
of  the  bayonet  to  the  attacker's  left.  In  many  instances  a  kick 
to  kneecap  or  crotch  will  aid  the  butt  stroke. 

A  butt  stroke  or  kick  will  only  temporarily  disable  an 
enemy,  who  must  be  immediately  killed  with  the  bayonet. 

It  should  be  clearly  understood  that  the  butt  must  not  be 
employed  when  it  is  possible  to  use  the  point  of  the  bayo- 
net effectively. 

Trench  or  Vertical  Butt  Strokes 

44.  Butt  Stroke  i:   Swing  up  the  butt  at  the  opponent's 
crotch,  ribs,  forearm,  etc.,  using  a  half -arm  blow,  advancing 
with  the  rear  foot. 

Butt  Stroke  2:  If  the  opponent  jumps  back  so  that  the 
first  butt  stroke  misses,  the  rifle  will  come  into  a  horizontal 


Bayonet     Training 


129 


position  over  the  left  shoulder,  butt  leading.  The  attacker  will 
then  step  in  with  the  rear  foot  and  dash  the  butt  into  his 
opponent's  face. 

Butt  Stroke  3:  If  the  opponent  retires  still  further 
out  of  distance,  the  attacker 
again  closes  up  and  slashes 
his  bayonet  down  on  the 
opponent's  head  or  neck,  the 
latter  if  he  is  wearing  a  steel 
helmet.  In  the  event  of 
missing,  he  will  then  be  in 
the  guard  position. 

Butt  Stroke  4:  If  the 
point  is  beaten  or  brought 
down,  the  butt  can  be  used 
effectively  by  crashing  it 
down  on  the  opponent's  head 
with  an  over-arm  blow,  ad- 
vancing the  rear  foot.  When 
the  opponent  is  out  of  dis- 
tance Butt  Stroke  3  can  again 
be  used  (Figs.  115A  and  B). 

Open  Ground  or  Horizontal 
Butt  Strokes 

45.  Butt  Stroke  i:  Ad- 
vancing the  rear  foot,  with 
a  half -arm  blow  swing  the 
butt  up  at  opponent's  jaw. 

Butt  Stroke  2 :  If  the  op- 
ponent jumps  back  so  that 
the  first  stroke  misses  the 

rifle  will  come  into  a  horizontal  position  over  the  left 
shoulder,  butt  leading.  The  attacker  will  then  step  in  with 
the  rear  foot  and  slash  the  bayonet  into  opponent's  face. 

If  the  opponent  retires  further  out  of  distance,  the  attacker 
will  now  be  in  the  guard  position. 
9 


FIG.  115  A. 
VERTICAL  BUTT  STROKE  NO.  1. 


FIG.  115  B. 
HORIZONTAL  BUTT  STROKE  NO.  1. 


130  Mass     Physical      Training 

46.  Butt  Stroke  1  is  essentially  a  half-arm  blow  from  the 
shoulder,  keeping  the  elbow  rigid,  and  it  can,  therefore,  be  suc- 
cessfully employed  only  when  the  right  hand  is  grasping  the 
rifle  at  the  small  of  the  stock. 

47.  Butt  strokes  can  only  be  used  in  certain  circumstances 
and  positions,  but  if  men  acquire  absolute  control  of  their 
weapons  under  these  conditions  they  will  be  able  to  adapt 
themselves  to  all  other  phases  of  in-fighting.     For  instance, 
when  a  man  is  gripped  by  an  opponent  so  that  neither  the  point 
nor  the  butt  can  be  used,  the  knee,  brought  up  against  the 
crotch  or  the  heel  stamped  on  the  instep,  may  momentarily 
disable  him  and  make  him  release  his  hold. 

48.  When  the  classes  have  been  shown  the  methods  of 
using  the  kick,  the  rifle  butt,  and  the  knee,  they  should  be 
practiced  on  the  stick,  e.g.,  fix  several  discs  on  a  dummy  and 
make  a  thrust  at  one,  use  the  knee  on  another  fixed  low  down, 
jab  a  third,  and  so  on. 

Light  dummies  should  be  used  for  practice  with  the  butt,  in 
order  to  avoid  damage  to  it. 

49.  Other  methods  of  injuring  an  opponent,  and  special  dis- 
arming methods  are  explained  in  the  section  on  Hand-to-Hand 
Fighting  (page  71). 

SUMMARY  OF  LESSONS 

50.  Lesson  1:1.  Short  talk  on  use  and  spirit  of  bayonet. 

2.  Explain  vulnerable  parts  of  body. 

3.  Take  class  to  withdrawal  boards  and  show  them  the 
necessity  for  a  strong  jerk  in  withdrawing.     Then  let  class 
practice  same  sharp  jerk  on  withdrawal  from  dummy. 

4.  Fall  class  in.    Explain  and  cause  them  to  take  the  usual 
formation  for  instruction.     Demonstrate  guard.     Class  prac- 
tices this  while  instructor  corrects  faults. 

5.  Demonstrate    high    port    from    guard.      Advancing    in 
guard  position  short  charge,  quickening  exercise. 

6.  Demonstrate  long  thrust,  getting  full  reach,  withdrawal 
and  return  to  guard.    Class  practice  at  will,  slowly  at  first,  then 
increasing  speed,  instructor  correcting  faults.    Repeat  at  dum- 


Bayonet     Training  131 

mies,  advancing  long  thrust  at  dummies,  slipping  left  hand  up 
to  withdraw.  From  now  on  all  long  thrusts  will  be  made  while 
advancing,  the  left  hand  being  slipped  up  for  the  withdrawal. 

7.  Thrusting  at  ring  while  advancing,  hand  slipped  up  for 
withdrawal  as  at  dummies  and  either  foot  being  brought  up, 
if  necessary,  to  obtain  movement  of  the  hand.     First  demon- 
strated by  instructor;  then  done  by  the  men,  working  in  pairs, 
as  master  and  pupil,  and  correcting  each  other's  faults. 

8.  Thrusting  at  hand,  by  signal.    Same  as  7. 
Lesson  II.    PARRIES.     9.  Review  Lesson  I. 

10.  Demonstrate  parries.     Have  class  execute;    instructor 


•1 


FIG.  116. 
ATTACKING  WITH  TRAINING  STICK 

correct  errors.     High  and  low  parries,   taught  from  trench 
and  parapet. 

11.  Master  and  pupil,  parries  by  signal. 

12.  Man  with  rifle  parry  thrust  from  training  stick.    Thrust 
made  very  slowly  at  first. 

13.  With  training  stick,  parry  thrust  made  by  charging 
opponent. 

NOTE. — Attacker  starts  at  high  port,  then  comes  to  guard, 
and  when  within  about  5  feet  of  defender  removes  right  or 
left  hand,  according  to  whether  attack  is  made  on  left  or  right 
side  (Fig.  116). 

14.  At  dummies — advance,  parry  stick,  and  thrust  (training 
stick  attached  to  dummy  to  represent  enemy's  weapon). 


132  Mass     Physical     Training 

Lesson  III.  SHORT  THRUST.    15.  Review  previous  lessons. 

16.  Explain   when   used.     Demonstrate   at  two   dummies 
placed  in  suitable  positions.    (This  should  be  done  by  instructor 
advancing,  making  long  thrust,  slipping  left  hand  up  and  with- 
drawing.   He  is  then  in  short-thrust  position,  and  will  deliver 
short  thrust,  advancing  rear  foot.) 

17.  Advancing  long  thrust;  withdraw,  slipping  up  left  hand; 
advancing,  short  thrust;  withdraw,   slipping  up    right   hand 
under  left.  At  hand  by  signal;  at  thrusting  ring  and  at  dummies. 

18.  Fend  off  from  short-thrust  position. 
Lesson  IV.  JAB:   19.  Review  previous  lessons. 

20.  Explain  when  used.     Demonstrate  at  dummies.     (In- 
structor advances,  makes  long  thrust,  withdraws;  makes  short 
thrust,  withdraws;  lowers  butt  and  from  this  position  delivers 
jab,  advancing  rear  foot,  if  necessary.) 

21.  Advancing  long  thrust,  short  thrust,  and  jab  by  hand 
signal,  at  thrusting  ring  and  at  dummies. 

22.  Fend  off  from  jab  position. 

Lesson  V.  BUTT  STROKES,  ETC.  23.  Review  previous  lessons. 

24.  Explain  and  demonstrate  vertical  and  horizontal  butt 
strokes,  using  dummies. 

25.  Butt  strokes  practiced  by  hand  signal,  at  padded  end 
of  training  stick  and  at  dummies. 

26.  Toe  to  knee,  heel  to  instep  and  knee  to  crotch,  using 
padded  end  of  stick. 

27.  Demonstrate  disarming  tricks,  bone-breaking  holds,  etc. 

51.  Having  completed  the  five  lessons  as  above  described, 
the  recruit  is  ready  to  begin  the  assault  training,  reviewing  each 
day,  however,  the  movements  of  the  recruit  course. 

EXERCISES  USED  IN  OBTAINING  GOOD  DIRECTION 
AND  QUICKNESS 

Circle  Exercises,  Hand  Parries,  etc. 

52.  (a)  At  the  command  "Form  circle,"  the  pupils,  not 
more  than  ten  in  number,  form  in  a  circle,  facing  the  trainer 
with  an  interval  of  about  three  paces,  at  the  position  of  "guard," 


Bayonet     Training 

bayonet  scabbards  on.  The  trainer  thrusts  in  varying  order 
with  the  training  stick  at  the  pupils,  who  "parry"  from  the 
position  of  "guard,"  "short  guard,"  and  "jab,"  and  thrust  or 
rush  in  and  jab  at  trainer,  who  retires  rapidly. 

(b)  Face  the  pupils  about:   At  a  touch  from  the  "training 
stick,"  the  pupil  whirls  about  and  attacks  the  thrusting  ring 
with  the  thrust  or  jab,  as  the  distance  between  his  point  and 
the  stick  indicates.     If  the  ring  is  holed,  the  withdrawal  is 
made  and  the  position  of  "guard"  resumed.    If  the  first  effort 
is  a  miss,  the  pupil  will  come  on  with  "short  thrust"  and 
"jab"  until  successful. 

If  the  trainer  presents  the  padded  end  of  the  stick,  the  pupil 
makes  butt  stroke  one  at  it.  If  this  is  a  miss,  he  comes  on  with 
butt  stroke  two,  etc.,  until  he  hits  the  padded  end.  As  soon 
as  he  hits  it  he  resumes  the  guard,  facing  out.  To  practice 
the  pupil  in  all  the  butt  strokes,  the  instructor  jerks  the 
stick  away  a  short  distance  just  before  butt  stroke  one;  hits 
it,  causing  the  pupil  to  miss  and  come  on  with  butt  stroke 
two.  Just  before  butt  stroke  two  hits  the  stick,  the  trainer 
again  jerks  it  away,  causing  the  pupil  to  miss  and  come  on 
with  a  slash. 

(c)  Men  in  pairs,  one  with  rifle  in  guard  position,  the  other 
on  either  side  offers  the  ring  or  padded  end  of  the  stick  in  vary- 
ing positions   in   both   front   and   from   behind.      The   man 
with   the   rifle   attacks   the   stick   as    already   laid    down    in 
paragraph  (b). 

(d)  To  practice  "long  thrust,"  "short  thrust,"  and  "jab" 
against  an  opponent: 

One  line  of  men,  with  bayonets  and  scabbards  placed 
at  the  long  thrusting  distance  before  another  line  of  men 
without  arms. 

The  armed  men  make  a  long  thrust,  stepping  in;  at  a  hand 
signal  made  by  the  unarmed  men,  the  latter  step  back  and  with 
the  other  hand  fend  the  thrust,  grab  and  hold  the  bayonet  to 
give  the  withdrawal  the  necessary  resistance.  At  a  second 
signal  the  attack  is  continued  by  the  short  thrust,  stepping  in, 


134 


Mass     Physical     Training 


the  retreat  and  fend  repeated.  The  two  men,  now  being  at 
close  quarters,  a  signal  for  "jab"  is  made,  the  defender 
grabbing  the  bayonet  and  resisting  the  stroke. 

The  fend  should  not 

A  be  made  with  the  hand 

indicating  the  point  of 
attack.  The  signaling 
hand  should  remain  in 
place  as  a  point  at  which 
to  aim.  The  signal 
should  be  made  with  the 
hand  on  the  side  of  the 
body  at  which  the  attack 
is  to  be  made.  In  this 
way  the  bayonet  is 
quickly  pushed  outside 
the  line  of  the  body  with 
the  other  hand. 

Wooden  Rifles   and 
Personal  Combat 

53.  The  wooden  rifle, 
like  boxing  and  wrestling, 
introduces  into  the  train- 
ing the  most  important 
element  of  personal  con- 
tact, without  which  the 
true  fighting  spirit  can- 
not be  properly  devel- 
oped. The  work  with  the 
wooden  rifles  is  very  slow 

and  easy  at  first,  the  men  gradually  working  up  speed  until  they 
come  together  at  full  tilt.  Gloves,  masks,  and  plastrons  will 
always  be  worn,  and  the  instructor  is  responsible  for  the  pre- 
vention of  serious  accidents.  Men  begin  this  combat  practice 
by  both  standing  still;  then  one  advanced  at  a  walk,  the  other 
standing  still;  then  both  advancing  at  a  walk;  then  one  man 


FIG.  117. 
A,  B,  AND  C.—  DISENGAGE 


Bayonet     Training  135 

running,  the  other  standing  still,  and,  finally,  both  men  advanc- 
ing at  a  run. 

Disengage 

Drop  the  point  of  the  bayonet  slightly  with  the  left  hand 
and  bring  it  up  on  the  opposite  side  of  the  opponent's  piece, 
coming  in  at  the  same  time.  The  point  should  go  forward  about 
a  foot  in  the  act  of  passing  under  the  enemy's  rifle  (Figs. 
117-A,  B,  and  C).  (NOTE:  If  the  opponent's  point  is  held 
low,  bring  your  piece  to  the  opposite  side  by  passing  it  over 
his.  This  is  the  "Cut  Over.") 

Combat  Practice — Rushing 

54.  Place  two  men  20  yards  apart  in  the  "guard"  position. 
At  signal,  they  charge  each  other.    Unless  a  clean,  hard  hit  is 
made  in  20  seconds,  they  will  be  separated  and  a  hit  counted 
against  each.    Never  allow  men  to  fight  for  more  than  one  hit 
in  any  assault. 

Occasionally  require  men  to  hold  the  piece  at  "short-guard." 
This  compels  in -fighting. 

If,  during  above  rushing,  there  appear  any  of  the  following 
mistakes,  fall  out  the  responsible  men  and  let  the  trainer  work 
with  them  individually  until  they  recover  their  form.  All  ten- 
dencies to  wildness  must  be  rigorously  checked: 

(a)  Flagrant  loss  of  aim  or  balance. 

(b)  Light  tapping  touches. 

(c)  Hitting  with  the  side  of  the  bayonet. 

(d)  Pushing  with  the  rifle. 

(e)  Useless  parries  or  movements  of  the  rifle. 

(f)  Slowing  up  just  before  the  shock. 

Rushing  in  Groups 

55.  (1)  Let  one  man  receive  the  assault  of  two  or  three 
others,  placed  one  behind  the  other  at  10  or  15  paces  distance. 

(2)  Let  one  man  receive  the  assault  of  two  others  at  6 
paces  interval,  converging  upon  his  flank,  at  20  paces. 

(3)  Let  one  man  receive  the  assault  of  two  others  at  6  paces 
interval,  converging  upon  him  as  they  come  in. 


136  Mass     Physical     Training 

(4)  Have  men  fight  when  one  is  in  the  trench  and  one  on 
the  parapet,  and  when  both  men  are  in  a  narrow  trench. 

(5)  Vary  these  formations  in  any  way  that  may  appear 
valuable  and  instructive. 

Team  Fighting 

56.  After  the  men  have  attained  proficiency  in  individual 
combat,  squad  will  be  opposed  to  squad  and  platoon  against 
platoon,  as  in  the  chapter  on  Assault  Practice,  men  being  sub- 
stituted for  dummies. 

Trench  Combat 

57.  In  trench  combat,  when  you  come  to  a  turn  in  the 
trench,  make  a  quick  vault  in  the  next  sector  of  the  trench. 
As  you  land  in  the  next  sector,  have  your  rifle  in  the  guard 
position  (on  the  right  side  if  the  trench  turned  to  the  left,  on 
the  left  side  if  it  turned  to  the  right),  ready  to  beat  your  oppo- 
nent's weapon  aside  or  make  a  quick  thrust.    There  is  nothing 
to  be  gained  by  looking  first,  and  it  insures  your  enemy  being 
ready  for  you.      If  you  come  to  a  place  alone  where  one  trench 
enters  another  about  at  right  angles,  it  is  well  to  look  first,  as 
one  man  has  no  show  if  there  is  an  enemy  on  each  side  of  the 
entrance.    If  you  find  one  side  clear,  vault  in  the  other  without 
delaying  to  look.     If  two  men  approach  such  a  trench,  say, 
through  a  communication  trench,  they  approach  as  nearly  on 
a  line  as  the  width  of  the  trench  will  permit.     One  vaults  to 
the  right  and  the  other  to  the  left  without  stopping  to  find  out 
first  whether  the  trench  is  occupied. 

Assault  Practice 

58.  This  must  approximate  as  nearly  as  possible  the  condi- 
tions of  actual  fighting  and  is  not  to  be  undertaken  until  the 
men  have  received  thorough  preliminary  training  and  have 
acquired  complete  control  of  their  weapons. 

In  any  assault  the  attackers  are  necessarily  subjected  to 
severe  physical  exertion,  as  well  as  to  a  great  nervous  tension, 
while  the  defenders  are  comparatively  fresh.  Therefore,  quick 


Bayonet     Training  137 

aim  and  good  direction  with  the  bayonet  when  attacking, 
while  moving  rapidly  or  surmounting  obstacles,  accurate  and 
vigorous  delivery  of  the  thrust,  and  clean,  quick  withdrawals 
are  of  the  greatest  importance,  and  need  the  same  careful 
attention  and  constant  practice  as  are  devoted  to  obtaining 
efficiency  with  the  rifle. 

In  the  assault  practice  the  charge  brings  the  man  to  the 
first  trench  in  a  comparatively  exhausted  condition,  and  the 
accuracy  of  the  aim  is  tested  by  the  disc,  which  can  only  be 
"carried "  by  a  true  and  vigorous  thrust  and  a  clean  withdrawal. 

For  this  practice  the  men  should  be  made  to  begin  the 
assault  from  a  trench  6  or  7  feet  deep,  as  well  as  from  the  open, 
and  they  should  not  cheer  until  close  up  to  the  "enemy." 

Trench  System  for  Assault  Practice 

59.  A  reproduction  of  a  labyrinth  of  trenches,  with  dummies 
in  the  "dugouts"  and  shelters  between  the  trenches,  forms  an 
excellent  assault  practice  course.     Assaults  should  be  made 
from  all  four  sides  in  order  to  give  variety.    The  edges  of  the 
trenches  should  be  protected  by  spars  of  baulks  anchored  back, 
otherwise  constant  use  will  soon  wear  them  out.     Cinders 
scattered  over  the  course  will  prevent  the  men  from  slipping. 
If  gallows  cannot  be  erected,  sack  dummies  should  be  placed 
on  tripods  or  on  end,  as  well  as  lying  in  trenches  or  on  the 
parapet,  with  soft  earth,  free  from  stones,  under  them. 

Combined  Tactics 

60.  If  a  combined  bullet  and  bayonet  course  is  to  be  had, 
an  ingenious  instructor  can  arrange  some  very  interesting  and 
practical  exercises  by  combining  the  tactics  of  the  assault  with 
those  of  other  branches  of  infantry  training. 

Training  Soldiers  Daily  Practice 

61.  One-half  hour  a  day,  on  at  least  five  days  a  week,  should 
be  devoted  to  the  practice  of  bayonet  fighting  by  trained  sol- 
diers.   By  this  daily  practice  accuracy  of  direction,  quickness, 
and  strength  are  developed,  and  a  soldier  is  accustomed  to  using 


138  Mass     Physical     Training 

the  bayonet  under  conditions  which  approximate  actual  fight- 
ing. This  half -hour  will  be  given  over  largely  to  assault  train- 
ing, the  instructor,  however,  going  back  to  a  short  review  of 
any  part  of  the  recruit  course  whenever  he  deems  it  necessary. 
This  practice  includes: 

(a)  Bayonet  practice. 

(b)  Individual  combat. 

(c)  Firing  at  moving,  bobbing,  and  disappearing  targets, 
and  rapid  fire. 

(d)  Counter-charging. 

(e)  Combination  of  musketry,  bayonet,  and  grenade. 

TACTICS  OF  THE  BAYONET  COMBINED  TRAINING 

62.  It  has  already  been  said  that  the  bayonet  is  one  of  the 
most  important  weapons  of  the  infantry.  Therefore,  in  order 
to  arrive  at  the  correct  use  of  the  bayonet,  we  must  bear  con- 
stantly in  mind  just  what  tasks  the  infantry  is  called  upon  to 
perform.  The  artillery,  with  its  heavy,  long-range  guns,  is 
largely  responsible  for  the  process  of  "digging  in,"  but  it  cer- 
tainly cannot  be  expected  to  shoot  the  enemy  out  of  position, 
once  he  is  strongly  entrenched.  Only  the  infantry  can  gain 
ground,  and,  similarly,  no  position  is  lost  until  its  defending 
infantry  retires. 

The  sound,  well-established  tactical  principles  of  the  em- 
ployment of  infantry  are  today  unchanged,  but  the  present 
European  War  has  changed  somewhat  the  application  of  those 
principles.  Two  long  opposing  lines,  with  flanks  absolutely 
secure,  make  any  large  enveloping  movement  impossible,  and 
any  attack,  great  or  small,  local  or  covering  great  areas,  must 
be  purely  frontal. 

The  underlying  idea  of  all  infantry  tactics  is  to  close  with 
the  enemy  as  soon  as  possible  and  with  all  the  units  well  in 
hand.  The  ideal  conditions  would  be  those  making  possible  a 
quiet,  quick,  and  orderly  advance  without  halting  to  open 
fire,  but  this  is  impossible  with  the  highly  developed  weapons 
of  today,  and  even  though  some  of  the  attacking  infantry  man- 
aged to  close  with  the  enemy,  there  would  be  too  few  left  for 


Bayonet     Training  139 

a  bayonet  fight.  Therefore,  in  order  to  make  a  successful 
assault,  the  infantry  must  move  up  under  covering  fire.  To 
provide  this  protecting  fire,  it  has  equipped  itself  with  the  pistol, 
bayonet,  and  high-powered  rifle,  the  1-pounder,  trench  mortars, 
the  effective  hand  and  rifle  grenades,  and  has  called  to  its 
assistance  its  supporting  arm — the  artillery.  The  enemy, 
attempting  to  protect  himself  from  the  terrific  fire  that  he 
knows  will  precede  the  infantry  attack,  has  prepared  deep 
dugouts  and  bombproofs,  in  which  he  often  hides  until  the  last 
possible  minute. 

Despite  the  fact  that  all  of  the  above  preparations  are 
simply  to  give  the  bayonet  man  a  chance  to  use  his  weapon 
(and  to  kill  as  many  of  the  enemy  as  possible  while  doing  it), 
it  follows  that  fire  action  is  more  important  than  shock  action, 
for  without  the  fire  the  shock  would  be  impossible.  Therefore, 
the  bayonet  men  must  know  how  to  shoot  their  rifles  and  to 
cooperate  with  the  machine  gun,  the  grenade,  and  the  artillery, 
and  must  be  so  formed  that  during  the  assault  they  can  deliver 
an  effective  rifle  fire,  present  a  solid  front  to  the  enemy  in  the 
bayonet  charge,  and  be  close  enough  together  to  furnish  mutual, 
moral  and  physical  support. 

The  wave  attack  that  has  been  used  so  much  in  France  was 
produced  in  order  to  furnish  the  greatest  amount  of  mutual 
support  among  automatic  riflemen,  grenadiers,  the  1-pounders, 
and  riflemen,  and  at  the  same  time  to  allow  the  greatest  number 
of  riflemen  (bayonet  men)  to  close  with  the  enemy  in  the  best 
formation  possible.  All  of  the  conditions  so  far  discussed  make 
it  imperative  that  the  assaulting  troops  be  perfectly  organized, 
and  that  they  follow  their  covering  fire  (barrage)  as  closely 
as  possible. 

As  indicated  above,  the  defenders  are  forced  to  retire  to 
their  dugouts,  where  they  may  easily  remain  too  long.  An 
attack  has  the  best  chance  of  succeeding  when  it  can  meet  the 
defenders  emerging  from  their  dugouts,  but  if  the  assaulting 
troops  are  met  by  the  defenders  on  their  own  parapet,  the 
assault  will  probably  fail.  Thus  a  few  seconds  will  turn  the 
scales,  and  for  that  reason  the  assault  must  keep  moving  for- 


140  Mass      Physical     Training 

ward.  If  firing  is  possible,  it  must  be  done  from  the  shoulder 
or  hip  while  advancing.  The  men  must  rise  from  the  starting 
trench  as  one  man  and  advance  as  one  man.  Thereafter  the 
advance  continues  at  a  steady  walk,  except  for  the  last  30  or 
40  yards  before  reaching  each  trench,  when  the  line  breaks  into 
a  slow  double  time,  finishing  up  the  last  few  yards  at  a  run  and 
without  yelling.  This  favors  the  surprise  element.  Once  in 
the  enemy's  trench,  shock  action  is  impossible,  and  it  is  merely 
a  question  of  our  ability  and  will  to  use  the  bayonet. 

The  bayonet  man,  when  working  in  the  trenches  with 
grenadiers,  must  cover  their  advance,  prevent  them  from  being 
rushed,  and  clear  the  way  for  further  progress,  never  forgetting, 
in  his  desire  to  use  the  bayonet,  that  he  is  also  master  of  the 
bullet.  In  the  actual  melee,  however,  the  enemy  must  be  killed 
with  the  bayonet,  since  the  bullet  would  probably  be  as 
dangerous  for  friend  as  for  foe. 

Darkness  or  surprise  effect  sometimes  replaces  the  covering 
fire.  Surprise  is  always  of  great  assistance  to  the  bayonet  man, 
and  at  night  all  available  cover  can  be  easily  used,  but  long, 
careful  training  and  frequent  rehearsals  of  the  particular  attack 
are  necessary  to  prevent  confusion  during  night  operations. 

To  sum  up,  the  bayonet  is  only  an  offensive  weapon,  and  its 
users  must  move  over  short  distances  straight  up  to  the  enemy's 
position  and  without  halting  to  fire.  All  the  other  details  of  an 
assault  are  to  give  the  bayonet  man  an  opportunity  to  close  with 
the  enemy,  and  the  success  of  an  attack  depends  upon,  first, 
whether  or  not  sufficient  men  can  reach  the  enemy,  and,  second, 
having  closed  with  him,  whether  or  not  they  are  imbued  with 
the  spirit  of  the  bayonet. 

Any  number  of  excellent  combined  problems  may  be  worked 
out.  The  following  are  some  that  will  prove  particularly  inter- 
esting and  instructive.  In  the  solution  of  these  problems  a 
trench  system  must  be  had,  umpires  used,  and  often  it  will  be 
necessary  to  arrange  distinguishing  marks  for  opposing  sides: 

1.  A  detachment  of  Reds  is  ordered  to  attack  a  certain 
point  in  a  quiet  Blue  front  line  trench  and  capture  one  or  more 
prisoners. 


Bayonet     Training  141 

2.  The  conduct  of  a  Red  detachment  while  driving  a  Blue 
detachment  down  Blue's  communication  trench  to  his  second 
line  trench. 

3.  A  Red  patrol  of  bombers  and  bayonet  men  in  No  Man's 
Land  at  night  unexpectedly  encounters  a  Blue  patrol. 

4.  Reds  have  assaulted  and  taken  a  Blue  position,  and  are 
engaged  in  consolidating  it  when  Blues  counter-attack: 

(a)  Reds  have  plenty  of  ammunition. 

(b)  Reds  have  no  ammunition. 

NOTE:    Reds  may  or  may  not  have  automatic  rifle. 

5.  Defending    Reds    to    meet    assaulting    Blues    with    a 
counter-charge. 


CHAPTER  X 

Physical  Efficiency  Tests 

The  fact  that  a  man  passes  the  physical  examination 
required  for  admission  to  the  army  indicates  simply  that  he  is 
good  human  material  and  suffers  from  no  obvious  physical 
handicap. 

The  demands  made  by  modern  warfare  for  body  control, 
agility,  physical  strength,  and  endurance  are  extremely  severe. 
Every  means  should  be  employed  to  stimulate  men  to  strive 
for  a  high  standard  of  physical  efficiency,  and  to  maintain  this 
high  standard  after  it  has  been  secured. 

Physical  efficiency  tests  enable  the  Commanding  Officer  to 
secure  information  about  the  physical  condition  and  ability  of 
the  individual  recruit  and  of  his  rate  of  progress  during  training. 
They  enable  him  also  to  check  up  on  the  condition  of  the 
trained  soldier  by  periodical  tests,  and  to  grade  platoons  and 
companies  by  the  use  of  charts  showing  the  percentage  of  the 
membership  of  each  outfit  that  has  attained  the  various  grades 
of  physical  efficiency.  Such  charts  and  contests  encourage  the 
spirit  of  competition  among  the  units  in  the  matter  of  physical 
efficiency  and  aid  in  the  development  of  a  healthy  esprit 
de  corps. 

The  standard  test  is  composed  of  five  elements;  four  simple 
events  to  test  skill  and  ability  in  running,  jumping,  climbing 
and  throwing,  and  a  fifth  event  which  is  a  combination  of  the 
foregoing.  The  test  is  simple,  not  only  because  the  component 
parts  represent  the  fundamentals  of  physical  activity,  but  also 
because  the.  test  as  a  whole  is  easy  to  conduct  with  large  num- 
bers. Events  have  been  selected  which  will  demonstrate  to  the 
commanding  officer  and  to  the  recruit  himself  just  how  his 
physical  ability  compares  with  these  standards. 

The  events  are:  The  100-yard  dash,  the  running  broad 
jump,  a  fence  climb,  a  grenade  throw  for  distance  and 
accuracy,  and  a  run  over  a  standard  obstacle  course.  The 

142 


Physical     Efficiency     Tests         143 

minimum  requirement  for  each  of  these  tests  is  within  the 
reach  of  the  average  man  who  is  physically  fit  and  who  has 
had  some  athletic  experience,  or  who  has  led  an  active  life 
physically.  The  standards  are: 

14  seconds  for  the  100  yards. 

12  feet  for  the  running  broad  jump. 

Ability  to  climb  an  8-foot  smooth  fence. 

30  yards  for  hand  grenade  throw.  (Throw  must  land 
within  a  designated  area  10  feet  square.) 

30  seconds  for  obstacle  course. 

These  tests  will  be  administered  under  three  sets  of  condi- 
tions and  the  soldiers  who  qualify  under  each  of  these  condi- 
tions will  be  graded  accordingly. 

The  third  grade  will  be  those  men  who  pass  the  test  in 
service  uniform  without  blouse  and  without  equipment. 

The  second  grade  will  be  those  men  who  qualify  in  service 
uniform  without  blouse,  but  carrying  a  rifle. 

The  first  grade  will  be  those  men  who  qualify  in  light  march- 
ing equipment  without  blouse  and  carrying  rifle,  and  who  in 
addition  meet  the  requirements  outlined  in  "C  b"  below. 

RECOMMENDATIONS  FOR  THE  USE  OF  TESTS 

A.  Every  recruit  should  be  put  through  the  physical  effi- 
ciency test  as  soon  as  possible  after  enrollment.    If  he  fails  to 
pass  the  standards  prescribed,  he  will  be  given  a  second  test 
after  one  month's  training.    If  he  fails  a  second  time  to  qualify 
in  Grade  3,  his  training  should  be  modified  and  intensified  so  as 
to  correct  the  deficiencies. 

B.  Those  recruits  who  qualify  in  Grade  3  during  the  first 
month  should  be,  after  a  month's  training,  put  through  the 
same  test  with  the  exception  that  each  will  carry  a  rifle  to 
qualify  in  Grade  2. 

C. — a.  Those  who  qualify  in  Grade  2  should  at  the  end  of  the 
second  month  of  training  be  put  through  the  same  tests  in  light 
marching  outfit,  without  blouse,  including  rifle.  Those  who 
pass  the  tests  under  these  conditions  will  be  given  credit 
toward  a  First  Grade  physical  certificate. 


144  Mass     Physical     Training 

b.  During  the  third  month  of  training  the  soldier  will  be 
required  to  demonstrate  his  knowledge  of  the  bayonet  drill, 
hand-to-hand  fighting,  and  his  ability  to  acquit  himself  credit- 
ably in  a  three-round  bout  of  boxing.  The  boxing  contest  must 
not  be  judged  alone  by  the  ability  displayed  as  an  expert  boxer, 
but  much  weight  should  be  given  to  the  fighting  spirit,  determi- 
nation, and  willingness  and  ability  to  give  and  take  punish- 
ment, which  are  displayed. 

METHODS  OF  CONDUCTING  PHYSICAL  EFFICIENCY  TESTS 

1.  For  small  units  the  men  can  be  tested  individually. 

2.  For   larger   units    (company   or  battalion)    the   testing 
can  be  done  on  a  mass  basis.     The  following  methods  are 
recommended : 

A.  loo-Yard  Dash:   The  course  should  be  marked  off  on 
the  parade  ground.     At  the  finish  line  there  should  be  four 
judges,  two  on  each  side.    A  stout  rope  should  be  laid  on  the 
finish  line.    The  timer  should  fire  a  pistol  at  the  termination  of 
14  seconds,  and  at  this  signal  the  rope  should  be  lifted  by 
the  two  judges  at  each  end. 

Those  runners  who  have  crossed  the  rope  before  it  is 
lifted  qualify;  likewise,  those  who  are  caught  back  of  the 
rope  fail  to  qualify.  The  judges  should  be  prepared  to 
run  down  the  track  ten  or  fifteen  yards  in  order  to  prevent 
injury  to  the  men  who  are  running  hard  and  who  are  caught 
behind  the  rope. 

B.  Running  Broad  Jump:   The  jumping  pit  should  be  at 
least  fifteen  feet  wide,  and  a  space  seven  feet  wide  should  be 
dug  up  to  a  depth  of  at  least  six  inches,  beginning  at  a  point 
eight  feet  beyond  the  take-off  board.    The  pit  should  be  wide 
enough  to  permit  two  or  more  men  to  jump  at  one  time.     It 
should  have  a  4"  x  4"  sunk  level  with  the  surface  of  the 
ground  to  serve  as  a  take-off.    The  12-foot  distance  should  be 
marked  by  stakes  driven  into  the  ground  on  each  side  of  the 
pit  so  that  individual  measurements  will  not  have  to  be  taken 
excepting  in  cases  where  the  jump  is  very  close.    Jumper  over- 
stepping take-off  is  disqualified. 


Physical     Efficiency      Tests 


145 


C.  The  Fence  Climb :  The  fence  should  be  eight  feet  high, 
built  of  heavy  boards  so  placed  that  there  will  be  no  cracks 
between  them  to  afford  finger  or  toe  holds.  The  boards  should 
be  nailed  against  trees  or  against  stout  posts  so  as  to  give 
rigidity.  The  top  edge  of  the  top  board  should  have  the 
corners  slightly  rounded  off  so  as  to  avoid  injury  to  the  hands. 
The  fence  should  be  as  long  as  possible,  so  as  to  accommodate 
a  large  number  of  men  at  a  given  time.  The  ground  on  the 


FIG.  118. 

far  side  should  be  loosened  up  and  the  use  of  props  and  bars 
should  be  avoided  on  account  of  possible  injury  to  men  dis- 
mounting from  fence  (Fig.  118). 

D.  The  Grenade  Throw :  A  base  line  from  which  the  throws 
are  made  should  be  marked  on  the  parade  ground  and  a  second 
line  should  be  laid  off  parallel  to  and  thirty  yards  in  front  of 
the  base  line  to  judge  distance  of  throws.  Another  parallel 
line  should  be  laid  off  ten  feet  beyond  the  30-yard  line. 
The  space  between  the  30-yard  line  and  the  10-foot  line  should 
be  divided  into  sections  10  feet  square,  which  will  serve  as 
targets.  Each  target  will  be  given  a  number.  The  base  line 
will  be  divided  in  10-foot  sections  and  will  be  given  correspond- 
10 


146 


Mass     Physical     Training 


ing  numbers  so  as  to  indicate  clearly  at  which  target  each  man 
is  to  throw.  The  lines  required  may  be  made  of  whitewash  or 
indicated  by  furrows  scratched  into  the  ground,  or  by  ropes. 
(See  diagram  below.) 

E.  loo-Yard  Obstacle  Race :  Course  arranged  as  indicated 
below.  Sprint  10  yards  to  a  3-foot  hurdle;  sprint  15  yards  to 
a  smooth- wire  entanglement  10  feet  wide.  (Arms  must  be 
folded  while  crossing  entanglement.  Hands  may  not  be 


10  ft. 


GRBHADB  THROWING  COURSE. 
Targets. 


1 

B 

3 

4 

5 

6 

7 

8 

30  Yard  Line, 


Base  Line. 


used.  Fig.  119.)  Sprint  15  yards  to  a  ramp  5  feet  high 
immediately  joining  which  is  a  trench  10  feet  wide  and  3  feet 
deep;  sprint  15  yards  to  plank  bridges  1  foot  wide  (over  a 
shallow  trench  20  feet  wide)  (Fig.  120).  Sprint  15  yards  to  an 
8-foot  smooth  faced  fence;  sprint  to  finish  (see  Fig.  118). 

METHOD  OF  CHARTING  THE  PHYSICAL  EFFICIENCY 

OF  A  UNIT 

i.  Recruit  Units  (CLASSES  3  AND  2):  The  number  who 
qualify  in  a  given  event  divided  by  the  total  strength  of  the 
unit  gives  the  percentage  of  efficiency  of  a  unit  in  that  event. 

The  average  of  the  percentages  in  the  five  events  gives  the 


Physical     Efficiency     Tests 


147 


physical  rating  for  the  unit  in  either  the  third  or  second  grade 
according  to  the  conditions  under  which  the  events  were 
performed. 


FIG.  119. 


2.  Trained  Units  (CLASS  1) :  The  rating  of  a  unit  on  the 
basis  of  the  full  test  will  be  found  by  dividing  the  total  number 
of  men  who  qualify  in  the  five  events  by  the  total  strength  of 


w  «  ft  1 


FIG.  120. 


the  unit  under  the  conditions  laid  down  for  the  Grade  1  test. 
No  man's  performance  in  the  Grade  1  test  shall  be  counted 
until  after  he  has  satisfied  the  requirements  stated  in  paragraph 
"C-b"  on  page  144. 


148 


Mass     Physical     Training 


RECORD  CHART 
PHYSICAL  EFFICIENCY  TESTS 


Date 


GRADE  3  (or  2) 


NUMBER  OF  MEN  WHO  QUALIFY  IN  EACH  EVENT  AND  THE  PERCENTAGE  OF  THE  TOTAL 

STRENGTH  OF  UNIT 


Unit 

Strength 
of  Unit 

100 
Yards 

Running 
Broad 
Jump 

Fence 
Climb 

Obstacle      Grenade    !  Efficiency 

Race           Throw           "•£* 
of  Unit 

Co.  B 

250 

110-44% 

83-33.2% 

190-76% 

93-37.2%   168-67.2%|     51.52% 

Co.  D 

RECORD  CHART 
PHYSICAL  EFFICIENCY  TESTS 


Date 


GRADE  1 


NUMBER  OF  MEN  WHO  QUALIFY  IN  EACH  EVENT  AND  THE  PERCENTAGE  OF  THE  TOTAL 

STRENGTH  OF  UNIT 


Unit 

Strength 
of  Unit 

Bayonet 
Drill 

Hand-to-  Hand 
Fighting 

Boxing 
Bout 

Athletic 
Events  in 
Physical 
Efficiency 
Test 

Efficiency 
Rating  of 
Unit 

Co.  B 

248 

Pass 

Pass 

Satisfactory 

110  men 

47.58% 

CHAPTER  XI 

Group  Games  and  Mass  Athletics 

NOTE:  This  Section  supplements  Section  VI,  pages  35  to 
39  which  describes  selected  games  that  are  adapted  for  use  as 
a  part  of  the  formal  work  in  a  drill  period. 


CLASS  2.     GAMES  ADAPTED  FOR  USE  IN  THE  SUPERVISED 
ATHLETIC  PERIOD 

The  supervised  athletic  period  should  be  a  part  of  each 
day's  program.  When  possible,  this  period  should  come  so  that 
it  will  end  not  less  than  one-half  hour  before  retreat.  This  will 
permit  the  men  to  go  directly  to  the  showers,  which  makes  a 
desirable  finish  for  the  work. 

The  physical  training  officer  should  constantly  keep  in  mind 
that  the  prime  purpose  of  the  supervised  athletic  period  is  to 
give  the  soldier  the  educational  value  of  participating  in  dif- 
ferent types  of  athletic  contests.  The  recreational  value  is 
inherent  in  such  activities  and  will  be  realized  in  any  well 
conducted  program. 

Group  games  may  be  organized,  using  platoon  or  even  the 
whole  company  as  a  basis.  The  war  strength  of  these  units, 
however,  is  too  large  for  effective  use  in  many  of  the  games. 
Better  results  can  be  obtained  by  dividing  the  unit  into  squads 
of  ten  to  thirty  men  each,  according  to  the  type  of  game 
selected.  Generally  speaking,  twenty  men  to  a  team  or  group, 
as  the  case  may  be,  is  the  number  that  will  give  the  most  satis- 
factory results.  Several  of  the  games  may  be  played  with  as 
many  as  forty  or  fifty  men  participating  as  a  unit.  A  trained 
officer  with  non-commissioned  officer  assistants  can  handle 
successfully  from  ten  to  fifteen  sections  at  a  time. 

In  supervising  games,  the  physical  training  officer  should 
place  a  non-commissioned  officer  in  charge  of  each  team  to  act 
as  a  leader.  The  leaders  act  as  directors  and  coaches  and  are 

149 


150  Mass     Physical     Training 

responsible  for  the  fair  play  of  their  teams.  The  leaders  should 
stimulate  enthusiasm  and  effort  rather  than  take  part  actively. 

Where  there  are  two  or  more  groups  engaged,  the  most 
practical  way  of  teaching  a  new  game  is  to  arrange  them  about 
the  playing  field  in  the  formation  needed  to  play  the  game  and 
then  demonstrate  fully  with  one  of  the  central  groups  so  that 
all  of  the  men  as  well  as  the  group  leaders  can  see. 

Certain  considerations  must  be  observed  by  the  officer  who 
wishes  to  use  athletic  games  as  a  part  of  the  formal  drill  pro- 
gram or  during  the  supervised  athletic  period,  in  order  to  secure 
the  best  results.  For  example: 

1.  He  should  never  attempt  to  put  on  a  game  with  which  he 
is  not  entirely  familiar. 

2.  He  should  be  sure  that  any  equipment  needed  is  on  hand 
and  available  for  immediate  use. 

3.  Nothing  is  more  conducive  to  successful  work  than  fore- 
sight   and    intelligent    preparation,    and    orderly,    business- 
like conduct. 

4.  In  starting  a  new  game,  be  clear,  talk  little;  demonstrate. 

5.  Insist  on  fair  play — enforce  the  rules. 

6.  Develop  the  spirit  of  competition. 

7.  Put  "pep"  into  the  games — make  them  snappy.    Keep 
them  going. 

8.  No  man  should  be  allowed  to  drop  out  without  permission. 

9.  To  get  the  best  results  there  must  be  discipline  and 
good  order. 

10.  Men  finishing  a  relay  race  or  falling  out  of  an  elimina- 
tion contest  should  immediately  reform  in  some  formation. 
Keep  order. 

11.  Do  not  let  a  game  drag  out.     Stop  it  while  the  men 
still  want  more. 

12.  There   are   obvious   variations    which   can    be    intro- 
duced in  many  of   the  games.     These  variations   should  be 
used  from  time  to  time  in  order  to  keep  up  the  interest  and 
enthusiasm. 

13.  With  a  reasonable  injection  of  enthusiasm  any  game 
can  be  conducted  successfully. 


Group     Games 


151 


TAG  GAMES 

(In  all  tag  games  the  playing  area  should  be  limited  to  about 
100  feet  square,  or  less,  varying  with  the  size  of  the  group.) 

10.  Hook  Arm  Tag.  No  EQUIPMENT  NEEDED.  FORMATION: 
Circle  facing  in.  Players  are  paired,  inside  arms  hooked  at 
elbows,  outside  hands  on  hips.  Two  men  in  center;  one  is 
"It."  The  other  is  being  chased  by  "It."  The  chased  man 
runs  about  the  circle  either  inside  or  out,  and  may  hook  the 
elbow  of  any  player;  thus  making  a  line  of  three,  and  the  out- 


FIG.  121. 

side  man  of  the  original  pair  becomes  the  man  chased.  If  "It" 
tags  man  chased  he  then  becomes  the  chased  one,  and  the  one 
tagged  becomes  "It"  and  game  continues  (Fig.  121). 

n.  Fence  Tag.  No  EQUIPMENT  NEEDED:  Played  only  where 
there  is  a  fence,  trench,  narrow  creek,  or  something  that  may 
serve  as  a  good  dividing  line.  Played  as  ordinary  tag  except 
that  "It"  must  be  on  same  side  of  obstacle  as  man  he  tags. 
A  man  may  not  be  tagged  while  he  is  crossing  the  obstacle,  but 
the  man  pursued  may  not  "roost  on  the  fence"  to  evade  "It." 

12.  Three  Deep.  No  EQUIPMENT  NEEDED,  FORMATION: 
Double  circle  facing  in;  the  outside  circle  covering  off  the  inside 
circle.  Each  pair  should  be  six  feet  apart.  One  man  is  "It." 
"It"  chases  another  man,  who  may  jump  in  front  of  any  one 


152  Mass     Physical     Training 

of  the  men  in  the  inside  circle.  He  is  then  safe.  The  player  in 
the  rear  of  the  one  he  jumped  in  front  of  is  then  the  third 
party  and  "It"  must  chase  him.  The  player  being  chased  and 
"It"  must  keep  on  the  outside  of  the  circle  except  when  jump- 
ing in  front  of  player  in  inside  circle.  Player  when  tagged 
becomes  "It,"  and  must  chase  the  one  who  tagged  him. 

13.  Team  Tag.  No  EQUIPMENT  NEEDED.  FORMATION: 
Players  scattered  promiscuously  within  prescribed  area.  At" 
signal,  the  player  who  is  "It"  chases  runners.  When  "It" 
tags  a  runner  the  latter  joins  hands  with  him  and  the  pair  chase 
the  runners.  Runners  tagged  join  either  end  of  the  line.  Only 


FIG.  122. 

players  on  the  end  of  the  line  can  tag.  Game  continues  until 
all  are  tagged.  Players  running  out  of  bounds  join  the  "It" 
line  (Fig.  122). 

14.  Mount  Tag.     No  EQUIPMENT  NEEDED.    FORMATION: 
Players  scattered  promiscuously  within  playing  area  100  feet 
square.     Played  as  ordinary  tag  except  a  man  is  immune  to 
tagging   if  he  is    mounted    on    some    other    player    or    some 
player  is  mounted  on  him.    More  than  one  may  mount  the 
same  man. 

15.  Nest    Tag.      No    EQUIPMENT    NEEDED.     FORMATION: 
Double  circle;  outside  circle  facing  in;   inside  circle  facing  out, 
covering  off  outside  circle.     Players  opposite  each  other  hold 
hands  forming  a  basket.    One  man  is  "It."    He  chases  another 
man  who  may  duck  under  the  arms  of  any  pair  of  men  about 


Group      Games  153 

the  circle.  The  player  being  chased  may  face  either  man  upon 
rising  between  the  arms.  The  player  at  his  back  releases  hands 
and  becomes  the  party  chased.  The  man  in  front  takes  the 
hands  of  the  new  man  forming  the  basket.  If  the  chased  man 
is  tagged  he  becomes  "It"  and  chases  the  other  man. 
v  16.  Maze  Tag.  No  EQUIPMENT  NEEDED.  FORMATION: 

From  a  column  of  squads  have  players  extend  to  left  and  right 
until  hands  just  touch  when  lifted  to  sides.  Have  the  group 
right  face  and  extend  as  before.  Two  players  are  placed  at 
side  of  group — one  is  "It"  and  the  other  chased  by  "It."  The 
game  leader  has  the  players  raise  hands  to  sides  and  hold  them 
there.  He  then  calls  "Left  Face,"  "Right  Face,"  etc.,  at  will. 
"It"  and  the  party  he  is  chasing  stay  in  lanes  formed  by 
raised  hands.  If  "It"  tags  runner  the  two  reverse  positions. 
Change  players  for  "It"  and  runner,  often. 

17.  Cross   Tag.     No   EQUIPMENT  NEEDED.    FORMATION: 
Players     scattered     promiscuously     within     prescribed     area. 
Played  like  ordinary  tag  with  the  exception  that  anyone  cross- 
ing between  the  runner  and   "It"  becomes  the  runner.     If 
"It"  tags  the  runner,  "It"  becomes  the  man  chased. 

18.  Hit-the-spot  Tag.     No  EQUIPMENT  NEEDED.    FORMA- 
TION:  Players   scattered   promiscuously   within   a   prescribed 
area.    Played  like  ordinary  tag  with  the  exception  that  every 
player,  including  "It,"  tagged  must  hold  one  hand  on  the  part 
of  his  body  where  the  last  man  tagged  was  touched. 

19.  Crossing  No  Man's  Land.     No  EQUIPMENT  NEEDED. 
FORMATION:   Single  line.     Played  by  any  number  of  players 
from  ten  to  a  battalion.     Playing  space  between  two  parallel 
lines  about  25  yards  apart.     "It"  takes  position  in  center  of 
playing  area.    At  signal  all  players  charge  to  the  opposite  line. 
All   players   tagged   immediately   become    "It."     Those   not 
tagged  try  to  charge  back  to  the  opposite  base.     Game  con- 
tinues until  all  have  been  tagged. 

NOTE:  At  discretion  of  officer  in  charge  the  "Its"  may 
be  required  to  catch  and  hold  men  momentarily.  When  the 
game  is  played  in  this  way  men  should  not  be  allowed  to  grasp 
the  clothing. 


154  Mass     Physical     Training 

CIRCLE  GAMES 

20.  Bull  in  the  Ring.    No  EQUIPMENT  NEEDED.  FORMATION: 
Group  forms  in  a  circle  holding  hands.    One  man  who  is  termed 
the  "Bull,"  is  placed  in  the  center.     If  there  are  more  than 
twenty  men  in  the  ring  have  two  "Bulls."    The  "Bull"  tries 
to  break  out  by  charging  the  ring  so  the  clasped  hands  are 
forced  apart.    If  the  "Bull"  gets  out  the  players  try  to  catch 
him.    Player  successful  in  catching  the  "Bull"  becomes  "Bull" 
and  game  continues. 

21.  Cat  and  Mouse.    No  EQUIPMENT  NEED  ED.  FORMATION: 
Circle,  holding  hands.     "It"  or  the  "Cat"  is  inside  and  the 
"Mouse"  is  outside  of  the  circle.    At  signal  "It"  attempts  to 
tag  the  "Mouse."    If  he  does  the  player  in  the  circle  nearest 
the  point  of  tagging  becomes  the  "Mouse"  and  the  original 
"Mouse"  becomes  "It."    The  men  in  the  circle  should  attempt 
to  prevent   "It"  from  getting  outside  of  circle  to  tag  the 
"Mouse."    If  he  does  break  through  let  the  "Mouse"  in  and 
keep  the  "Cat"  out.    "Cat"  and  "Mouse"  should  be  replaced 
by  players  from  the  circle  frequently. 

22.  Milling  the  Man.     No  EQUIPMENT  NEEDED.  FORMA- 
TION:  Groups  of  about  fifteen  men  form  small  circle  sitting 
close  together  facing  in.    One  man  is  "  It "  in  circle.    With  arms 
to  sides  he  stiffens  his  body  and  simulates  a  dead  man  falling; 
men  in  circle  prevent  his  falling  to  ground,  pushing  him  back 
and  forth.     If  he  falls,  the  man  responsible  becomes  "It." 
Body  must  be  kept  rigid  to  get  best  results  (Fig.  123). 

23.  Swat  to  Right.    EQUIPMENT  NEEDED  :   One  or  more  soft 
swatters.    FORMATION:    Circle,  facing  in,  shoulder  to  shoulder, 
hands  behind  back.    One  man,  carrying  swatter,  runs  around 
outside  of  circle  and  places  the  swatter  in  someone's  hand. 
The  man  receiving  it  immediately  hits  the  man  at  his  right. 
The  man  who  is  hit  runs  around  the  circle  until  he  is  back  to 
his  starting  position.     The  player  with  the  swatter  follows 
runner  and  swats  him  until  he  is  in  position.    The  player  with 
the  swatter  then  runs  on  and  places  the  swatter  in  some  other 
player's  hand.    The  game  can  be  varied  by  the  use  of  two  or 
more  swatters  simultaneously. 


Group     Games 


155 


24.  Slap  Jack.  No  EQUIPMENT  NEEDED.  .FORMATION: 
Circle.  "It"  runs  around  the  outside  of  the  circle  and  slaps 
any  one  of  the  men  on  the  back.  The  man  slapped  becomes 
"It."  He  chases  the  man  who  slapped  him  .in  the  reverse 
direction  around  the  circle.  If  "It"  touches  the  man  chased 
before  he  gets  back  to  the  gap,  the  chased  man  becomes  "It" 
again.  If  not,  "It"  slaps  someone  else  on  the  back,  etc. 


w*» 


FIG.  123. 

25.  Jumping    Circle.      EQUIPMENT    NEEDED:   Light    rope 
about  15  feet  long  with  soft  weight  on  one  end.    FORMATION: 
Circle  about  twenty  feet  in  diameter.     One  player  stands  in 
center  holding  a  light  rope  with  a  soft  weight  on  one  end. 
Player  in  center  swings  weight  around  about  knee  high  so  that 
players  in  circle  have  to  jump  it.     Players  who  fail  to  jump 
drop  out  of  circle.     Continue  elimination  until  entire  group  is 
put  out.    The  last  man  out  is  the  winner. 

26.  Circle  Tag.     No  EQUIPMENT  NEEDED.   FORMATION: 
Draw  a  circle  about  four  feet  in  diameter  on  the  ground. 
Players  form  a  ring  facing  in  about  circle  with  arms  about 
shoulders.     At  signal  the  players  attempt  to  draw  other  players 


156  Mass     Physical     Training 

into  circle.     Any  player  who  steps  into  circle  withdraws  from 
game.     Game  continues  until  one  man  is  left. 

27.  Six-Day  Bicycle   Race.     EQUIPMENT   NEEDED:   Four 
sticks  for  corner  posts.     Stake  off  field  at  four  corners  so  that 
running   about   stakes   will   represent   a   track.      Players   are 
paired  off — each  pair  representing  a  team.     Players  line  up 
across  track  after  drawing  for  places.     At  signal,  one  player 
mounts  hips  of  his  partner  who  runs  forward  around  track. 
Players  may  exchange  places  (as  rider  and  horse)  at  will,  and 
as  often  as  they  like.    Race  may  be  made  two  laps,  three  laps, 
four  laps  or  more  in  length,  depending  on  the  distance  around 
the  track.     Two  hundred  yards  represents  a  good  race. 

28.  Circle  Race.     No  EQUIPMENT  NEEDED.  FORMATION: 
Players  distributed  around  a  track  equal  distance  apart  (ten 
or  thirty  feet  varying  with  the  number  playing).     At  signal 
each  player  runs  forward  trying  to  pass  on  the  outside  of  the 
runner  next  in  front  of  him,  tagging  as  he  passes.    Any  player 
tagged  in  this  way  drops  out  of  the  race.     The  tagger  runs 
forward  to  tag  the  man  next  to  his  front,  etc.    Race  continues 
until  all  are  out  but  one. 

MISCELLANEOUS  CONTESTS 

29.  Follow  the  Leader.    No  EQUIPMENT  NEEDED.  FORMA- 
TION:  Column  of  files.     Place  someone  who  is  more  or  less 
athletic  in  the  lead.     He  starts  off  at  a  dog  trot,  the  men  fol- 
lowing.   The  leader  undertakes  any  reasonable  hazard  he  can 
find,  such  as  jumping  ditches,  vaulting  fences,  clambering  over 
tree  limbs,  etc.     Men  who  fail  to  do  anything  that  the  leader 
sets  drop  out.      If  the  leader  fails  on  anything  he  attempts  he 
is  forced  to  withdraw.    Only  one  attempt  is  allowed  at  a  hazard. 
Game  continues  until  all  are  out  but  one.    The  officer  in  charge 
should  change  leaders  occasionally. 

30.  Lock  Step  Race.  No  EQUIPMENT  NEEDED.  FORMATION: 
Column  of  files.     Front  rank  runs  against  rear  rank.     Men 
close  in  and  put  their  arms  around  the  waist  of  the  man  ahead. 
At  the  blast  of  the  whistle  the  men  run  50  yards  without 
breaking  rank. 


Group      Games 


157 


FIG.  124. 


31.  Caterpillar  Race.  EQUIPMENT  NEEDED:  As  many 
(tent)  poles  12  feet  long  and  IJ/^-foot  thick  as  there  are  squads 
in  company.  Each  squad  will  straddle  the  pole  and  grasp  it 
with  both  hands.  No.  1  of  each  squad  on  starting  mark.  At 
starting  signal,  each  squad  will  run  to  finish  line  which  should 
be  about  75  yards  away.  Any  man  letting  go  of  pole  with 
either  hand  disqualifies  his  squad  (Fig.  124). 

32.  Rope  Tug  of  War. 
EQUIPMENT  NEEDED: 
One  l}/2-inch  rope  (60 
to  150  feet)  varying  in 
length  with  number 
competing.  FORMA- 
TION: Competing  pla- 
toons line  up  facing 
the  center  along  the 
rope.  A  handkerchief 
or  piece  of  adhesive 
tape  should  be  securely 

wrapped  around  middle  of  rope.  A  well  defined  line  should 
be  marked  parallel  to  starting  line  and  6  feet  from  it  on 
either  side.  The  rope  should  be  laid  on  the  ground  with 
the  middle  tape  on  the  starting  line.  All  contestants  stand 
along  rope  not  nearer  than  8  feet  to  center  tape,  with 
hands  raised  over  their  heads,  thumbs  locked.  At  start- 
ing signal  men  pick  up  rope  and  pull.  Team  pulling  middle 
of  rope  over  its  own  6-foot  line  wins.  If  neither  team  has 
pulled  middle  of  rope  over  its  6-foot  line  at  expiration  of 
three  minutes  the  team  having  middle  of  rope  on  its  side 
of  starting  line  wins.  No  knots  or  loops  may  be  made  in 
the  rope  excepting  that  the  anchor  (end  man)  on  either 
team  may  wrap  rope  around  his  body.  Holes  may  not  be 
dug  in  ground  with  feet  or  otherwise  until  after  starting 
signal  is  given  (Fig.  125). 

NOTE:  In  competitive  meets,  team  winning  two  out  of 
three  pulls  wins  the  match. 

33.  Go  To  It.    EQUIPMENT  NEEDED:   One  tug  of  war  rope. 


158 


Mass     Physical     Training 


FORMATION:  Front  rank  facing  rear  rank.  A  well  defined 
separating  line  should  be  drawn  between  the  two  ranks.  Rope 
should  be  held  over  separating  line  by  members  of  teams,  both 
hands  upon  the  rope.  At  the  signal  to  start  opposing  teams 
endeavor  to  pull  the  rope  over  separating  line.  Each  team  is 
allowed  to  hold  in  reserve  any  number  of  its  men.  The  mem- 
bers of  this  group  can  be  thrown  into  the  struggle  at  any  point 
to  strengthen  the  line.  Time  of  pull  should  be  limited  to  two 


FIG.  125. 


minutes.  At  finishing  signal  all  contestants  "halt  in  their 
tracks"  and  stand  still  until  judge  of  event  has  declared  the 
winner.  Team  having  most  men  on  its  side  of  starting 
line  wins. 

34.  Pull  into  Trench.  No  EQUIPMENT  NEEDED.  FORMA- 
TION: Front  rank  facing  rear  rank.  A  well  defined  line  should 
be  drawn  between  the  two  ranks.  Each  man  must  keep  one 
foot  in  contact  with  the  separating  line  until  starting  signal  is 
sounded.  Upon  signal  the  men  seize  an  opponent  and  try  to 
pull  him  across  the  line.  The  team  with  the  largest  number 
of  prisoners  on  its  side  of  separating  line  at  end  of  designated 
time  limit  wins.  (Duration  of  each  period  should  be  about 
one  minute.  Sleeves  should  be  rolled  up.) 


Group     G^a  m  e  s  159 

35.  Mass  Cross-Country  Running.  (Company  or  Battal- 
ion.) No  EQUIPMENT  NEEDED.  FORMATION:  Any.  Men  run 
over  a  well-marked  course.  In  marking  course  care  should  be 
taken  to  avoid  land  under  cultivation.  Scoring:  Over  courses 
of  one  mile,  team  having  most  men  to  finish  within  one  minute 


FIG.  126. 
2800  MEN  STARTING  IN  A  REGIMENTAL  CROSS-COUNTRY  RACE 

of  first  man  wins.  In  two-  and  three-mile  runs,  team  having 
most  men  to  finish  within  two  and  three  minutes  respectively  of 
first  man  wins,  etc. 

NOTE:  Other  methods  of  scoring  are:  (1)  Team  having  a 
certain  number  of  its  men  to  finish  first  wins.  (2)  Team 
having  most  men  to  finish  within  a  certain  period  from  the 
start  of  the  race  wins  (Fig.  126). 

36.  Heads  or  Tails.  EQUIPMENT  NEEDED:  Coin.  FORMA- 
TION :  Two  lines  back  to  back.  The  one  line  is  named  "Heads " 
and  the  other  "Tails."  Leader  tosses  coin  into  the  air  and 


160  Mass     Physical      Training 

calls  whichever  it  falls.  If  "Heads"  comes  up  or  is  called  all 
"Heads"  run  to  safety  point,  which  should  be  about  thirty 
feet  away.  The  "Tails"  attempt  to  catch  them  before  they 
reach  the  safety  point.  Players  caught  join  the  team  catching 
them.  Team  having  the  largest  number  of  players  at  end  of 
game  wins.  See  diagram  illustrating  formation: 

Safety 

Line 

Teams 

Back      ooooooooooooooooooooooooooooo  ~  T       , 

U  Leader 
to         ooooooooooooooooooooooooooooo 

Back 

Safety 

Line 

37.  Heavy    Marching    Order    Contest:   Contestants    will 
have  roll  made  up  of  blanket,  poncho,  shelter  half,  and  will 
wear  belt,  scabbard  and  bayonet,  and  carry  rifle.    Contestants, 
under  directing  judges,  will  march  to  a  starting  line  where  they 
will  remove  their  equipment,  run  50  yards  around  a  stake, 
return   to   the   starting   line,   put   on   equipment,    and   stand 
at  attention. 

38.  Tool  Wagon  Race:   Wagons  start  on  signal  and  place 
tools  every  10  yards  on  the  ground  in  specified  order,  drive 
around  a  stake,   return  and  pick  up  tools  placing  them  in 
proper  order  on  the  wagons,  and  finish  at  the  starting  mark 
for  inspection. 

39.  Comedy   Obstacle  Race.     EQUIPMENT  NEEDED:   De- 
pending upon  race  as  planned.     Race  can  be  any  distance 
desired  and  may  be  somewhat  as  follows:   Short  sprint,  crawl 
through  barrel  open  at  both  ends,  sprint,  then  through  three 
hoops  one  at  a  time,  sprint,  then  under  a  canvas  flat  on  the 
ground,  sprint,  then  tl  rough  a  sack  open  at  both  ends,  and 
then  sprint  to  finish.    A  race  can  be  modified  so  that  natural 
obstacles  can  be  included  in  the  course. 


Group      Games  161 

BALL  GAMES 

40.  Soak    About.      EQUIPMENT    NEEDED:   Any    soft    ball 
(used  tennis  ball).     FORMATION:   Scattered  in  playing  area 
about  40  feet  square.    Each  player  is  given  a  number.    Players 
close  in  about  the  ball.    When  a  player's  number  is  called,  all 
others  run  away  and  he  attempts  to  hit  someone  with  the  ball 
from  where  he  stands.    Any  player  hit  is  permitted  to  throw  the 
ball  (from  the  point  where  he  picks  up  the  ball)  at  some  one 
else.    Any  player  failing  to  hit  someone  on  his  throw  is  charged 
with  a  "hit."     The  ball  is  then  placed  in  the  center  and  the 
last  thrower  (the  last  man  charged  with  a  hit)  calls  the  next 
number.     Penalty  for  stepping  out  of  the  prescribed  area  is 
one  "hit."    A  player  getting  three  "hits"  has  to  crawl  through 
the  legs  of  the  group  lined  up  and  gets  paddled. 

41.  Medicine    Ball    Gap    Throw.      EQUIPMENT    NEEDED: 
Medicine  ball  and  two  ropes.     FORMATION:   Two  ropes  are 
placed  parallel  about  twenty  feet  apart.    Men  are  arranged  in 
column  leading  to  one  rope.     First  player  hurls  ball  across 
intervening  gap.     Style  of  throw  should  be  stipulated  before 
the  beginning  of   the  contest.     All  must  throw  alike.     The 
other  players  follow  until  all  have  thrown.     Gap  is  widened. 
Players  throw  again.     Players  failing  to  make  a  successful 
throw  are  eliminated.     Elimination  continues  until  winner  is 
decided.    Only  one  throw  is  allowed  at  each  distance. 

42.  Dodge   Ball.     EQUIPMENT   NEEDED:   Medicine   balls. 
FORMATION:   Circle,  facing  in,  players  four  feet  apart.    Other 
team  gathers  inside  the  circle.     Team  forming  the  circle  has 
medicine  balls   (all  that  are  available;  any  other  type  of  balls 
may  be  used)  and  attempts  to  hit  players  of  team  inside.    The 
players  hit  drop  out.     The  time  it  takes  to  force  the  entire 
center  team  out  is  recorded.    The  teams  then  exchange  places 
and  repeat,  taking  time  again.    The  team  taking  the  shortest 
time  to  put  opponent's  team  out  wins. 

43.  Mount  Ball.    EQUIPMENT  NEEDED:   Any  ball  similar  to 
a  basket-ball.    FORMATION:   Double  circle,  facing  in ;  players  of 
inside  circle  four  feet  apart,  outside  circle  covering  off  inside 

11 


162 


Mass     Physical     Training 


circle.  Outside  circle  are  "riders,"  inside  circle  are  "horses." 
Riders  mount  on  hips  of  horses.  Horses  must  hold  riders 
firmly.  Riders  pass  medicine  ball  about;  horses  endeavor  to 
make  riders  drop  ball.  Horses  must  stay  in  place  (shaking, 
sidestepping,  wriggling,  etc.,  are  methods  which  may  be  used 
to  make  riders  drop  ball).  Horses  become  riders  and  all  riders 
become  horses  whenever  any  rider  drops  the  ball.  Heavy  men 
should  be  paired  together  in  this  game  (Fig.  127). 


FIG.  127. 

44.  Ball  Tag.    EQUIPMENT  NEEDED:   Medicine  ball.    FOR- 
MATION:  Single  circle  facing  in,  players  four  feet  apart.     If 
less  than  sixteen  players,  one  man  is  "It"  in  center.    If  more 
than  sixteen,  there  should  be  two  "Its."    Players  in  the  circle 
pass  a  medicine  ball  about.    "It"  tries  to  touch  the  ball;  if  he 
does  the  player  in  the  circle  responsible  for  his  touching  it 
changes  places  with  him  and  becomes  "It." 

45.  Cage  Ball.    EQUIPMENT  NEEDED:   Cage  ball,  2  Goals. 
Cage  Ball  is  a  game  for  large  groups.    As  many  as  400  men 
can  play  at  one  time.    It  is  not  essential  to  have  large  groups 
for  as  few  as  20  players  on  a  side  make  a  good  match.    Fifty 
to  100  to  a  team  makes  the  best  match,  however. 


Group     Games  163 

1.  The  playing  field  is  140  feet  long  and  100  feet  wide.    The 
cages,  one  at  either  end  of  the  field,  are  10  feet  above  the 
ground,  30  feet  long,  and  about  4  to  6  feet  wide.    These  cages 
(or  goals)  are  erected  10  feet  inside  the  goal  line. 

2.  To  start  the  game  the  ball  is  placed  in  the  middle  of  the 
field  and  the  two  teams  are  lined  up  facing  each  other  about 
20  feet  apart.    The  referee  then  explains  the  few  important  rules 
to  each  team.    The  two  captains  advance  to  the  center  of  the 
field  and  take  hold  of  the  ball.     When  the  referee  blows  the 
whistle  the  game  begins;  the  two  captains  may  struggle  for  the 
possession  of  the  ball  and  the  two  teams  rush  for  the  ball.    The 
object  of  the  game  is  to  get  the  ball  into  the  opponent's  cage, 
by  batting,  punching,  or  throwing  it. 

3.  Players  are  not  allowed  to  kick  or  run  with  the  ball, 
crowd  or  shove  when  the  ball  is  on  the  ground,  or  touching  the 
cage.     (Penalty  for  breach  of  these  rules:   The  ball  is  given  to 
the  offended  team  30  feet  from,  and  directly  in  front  of,  the 
opponent's  cage.     The  penalized  team  may  line  up  10  feet  in 
front  of  the  ball.     The  referee's  whistle  starts  the  game  from 
this  position.) 

4.  When  the  ball  goes  out  of  bounds,  play  need  not  stop 
unless  the  referee  thinks  that  it  is  too  far  away  to  make  scoring 
possible.     When  the  referee  decides  that  the  ball  is  too  far 
away  from  the  playing  field,  he  brings  it  in  to  the  side  line 
and  throws  it  into  the  air  20  feet  inside  the  line.    Four  assistant 
umpires  may  stand  on  the  boundary  lines  of  the  field  and  decide 
all  plays  when  the  ball  goes  out  of  the  field  proper. 

5.  One  point  is  scored  for  each  goal.     The  game  lasts  for 
one  period  of  30  minutes  unless  otherwise  agreed  upon. 

46.  Mass  Soccer  Football:  Soccer  football,  when  played 
properly,  according  to  the  rules,  requires  much  the  same  team 
work  and  passing  as  basket-ball  except  that  the  ball  is  kicked 
and  advanced  by  the  use  of  the  feet,  body  and  head,  rather 
than  by  the  hands  as  in  the  case  of  basket-ball.  However, 
when  the  time  for  practice  is  limited,  and  when  it  is  desired 
that  large  groups  of  men  play,  it  is  advisable  to  do  away  with 
all  rules  except  the  following: 


164  Mass      Physical      Training 

1.  No  player  except  the  goal  tender  should  be  allowed  to 
pick  up  the  ball,  carry  it, throw  it  or  hold  it  in  his  hands  or  arms. 

2.  No  player  should  be  allowed  to  kick,  trip,  hold,  or  rough 
another  player  at  any  time.     (For  a  breach  of  these  rules  the 
offender  is  put  out  of  the  game  and  his  team  penalized  by 
giving  the  ball  to  his  opponents  for  a  free  kick  at  the  point 
where  the  offense  was  committed.)  t 

SIZE  OF  FIELD,  ETC.:  The  best  sized  soccer  field  is  about 
60  yards  wide  and  110  yards  long.  The  goal  posts,  erected  in 
the  ends  of  the  field,  are  24  feet  apart  and  the  cross  bar  8  feet 
above  the  ground.  But  the  game  can  be  played  without  goal 
posts,  scoring  in  this  case  when  ball  goes  over  end  lines. 

NUMBER  OF  PLAYERS  ON  TEAM:  Twenty-five  or  more  men 
on  each  side  make  a  good  game.  The  players  on  one  side  roll 
up  their  sleeves.  For  convenience  these  are  named  "whites," 
while  those  with  their  sleeves  down  are  named  "browns;"  or  one 
side  can  take  their  shirts  off  and  the  other  side  leave  them  on. 

The  game  is  begun  by  the  winner  of  the  toss  choosing  the 
goal  and  kicking  the  ball  from  the  ground  from  the  middle  of 
the  field.  After  the  kick-off  players  may  move  anywhere  on 
the  field  and  are  eligible  to  play  the  ball.  After  a  score  the 
ball  is  kicked  off  by  the  losers  from  the  center  of  the  field. 

To  score  a  goal,  where  goals  are  erected,  the  ball  must  pass 
under  the  cross  bar  between  the  uprights.  This  counts  five. 
If  the  ball  goes  over  the  end  line  outside  the  goal  it  counts  one. 

When  the  ball  goes  out  of  bounds,  that  is,  across  the  side 
lines,  the  first  player  recovering  it  may  put  it  in  play  again  by 
kicking  it  from  the  point  where  it  went  out.  Player  putting 
ball  in  play  again  from  out  of  bounds  is  not  permitted  to  kick 
it  over  goal  line  for  a  goal. 

NOTE:  From  100  to  500  men  may  participate  in  a  game 
at  one  time  by  the  simultaneous  use  of  from  four  to  eight 
balls  (depending  upon  the  number  playing).  Any  ball  which 
crosses  a  goal  line  is  immediately  dead  and  out  of  play.  The 
game  continues  until  all  the  balls  are  dead  and  out  of  play. 
The  team  scoring  the  largest  aggregate  number  of  points  wins. 
There  should  be  a  referee  for  each  ball. 


Group      Games  165 

47.  Medicine  Ball  Soccer.    EQUIPMENT  NEEDED  :    Medicine 
ball.     FORMATION:   Two  teams  line  up  on  opposite  sides  of  a 
field  about  50  feet  square.     A  medicine  ball  is  placed  in  the 
middle  of  the  field.    At  signal  both  teams  rush  toward  the  ball, 
each  team  attempting  to  kick  the  ball  across  the  opponent's 
goal  line.     Each  goal  counts  one  point.     After  each  goal  the 
ball  is  put  in  play  in  the  center  of  the  field.     Game  lasts  ten 
minutes  or  any  other  length  of  time  that  the  physical  training 
officer  may  set.    The  use  of  hands  or  arms  in  pushing  or  block- 
ing is  forbidden.    Rough  tactics  are  prohibited. 

48.  Volley  Ball.    COURT:   The  playing  surface  is  not  more 
than  35  feet  wide  and  60  feet  long.    A  net  is  stretched  across 
the  entire  width  of  the  court  at  the  middle.     The  top  of  the 
net  is  8  feet  from  the  ground.     NUMBER  OF  PLAYERS:   Team 
may  consist  of  twenty  or  more  players.     Twelve  to  a  side 
makes  a  good  number.     The  two  teams  line  up  on  opposite 
sides  of  the  court  facing  each  other.     A  coin  is  tossed.     The 
winner  of  the  toss  "serves"  the  ball.    The  object  of  the  game 
is  to  volley  the  ball  over  the  net  to  your  opponents,  so  that  it 
will  hit  the  ground  inside  their  court.    If  the  side  serving  lands 
the  ball  safely  within  opponents'  court;  or  if,  after  making  a 
legitimate  serve,  its  opponent  fails  to  return  the  ball  legiti- 
mately, one  point  is  scored  for  the  side  serving.    Only  the  team 
serving  can  score.     If  the  team  serving  fails  to  land  the  ball 
in  opponent's  court,  or  if  it  fails  to  legitimately  return  the  ball 
to  the  opponent's  court,  the  side  serving  loses  its  serve  and  the 
other  team  serves.    The  player  serving  continues  to  serve  until 
his  team  loses  the  serve.    When  his  team  again  gets  the  serve, 
some  other  player  will  serve.    Each  player  must  take  his  turn 
serving.    The  ball  may  be  batted  with  one  or  both  hands,  but 
it  must  not  touch  the  ground  or  go  out  of  bounds.     The  ball 
may  be  played  by  any  number  of  players  before  being  batted 
over  the  net  but  no  player  shall  play  the  ball  twice  in  succession. 
A  ball  served  into  a  net  counts  against  the  server.    Any  other 
ball  may  be  played  off  of  the  net.    No  player  shall  dribble  the 
ball,  hold  it,  catch  it,  or  reach  over  the  net  to  strike  the  ball. 
The  first  team  to  score  15  points  is  the  winner. 


166 


Mass     Physical     Training 


49.  Push  Ball.  EQUIPMENT  NEEDED:  Push  Ball.  Any 
number  from  10  to  1000  can  play  on  a  side  in  push  ball,  but  the 
best  game  results  when  the  teams  are  composed  of  25  to  50 
players.  There  are  very  few  rules  to  be  observed.  Rough  and 
unsportsmanlike  playing  should  be  barred.  Kicking,  kneeing, 
striking,  hitting  an  opponent,  or  stepping  on  him  when  he  is 
down,  are  tactics  which  are  against  the  spirit  of  the  game.  The 
playing  fields  may  be  anywhere  from  50  to  100  yards  square. 
At  the  start  of  the  game  the  two  teams  are  lined  up  opposite 
each  other  about  20  yards  away  from  the  ball.  The  ball  is 
in  the  center  of  the  field.  At  the  referee's  signal  the  teams  rush 
at  the  ball  and  try  to  push  it  over  the  goal  lines  of  their  oppo- 
nents. Each  goal  counts  one  point.  After  each  goal  the  ball  is 
put  in  play  as  at  the  beginning  of  the  game.  When  the  ball 
goes  out  of  bounds  over  the  side  lines,  it  is  brought  to  the  middle 
of  the  field,  opposite  to  the  point  where  it  went  out,  and  is  put 
in  play  by  lining  the  two  teams  up  facing  each  other  at  a  dis- 
tance of  about  20  yards  from  the  ball.  The  best  length  for 
the  game  is  two  periods  of  five  minutes  each,  with  the  teams 
changing  goals  at  the  end  of  the  first  period.  Time  should  be 
taken  out  for  all  periods  during  which  the  ball  is  not  actually 
in  play  (Fig.  128). 


FIG.  128. 


Group     Games  167 

SHUTTLE  RELAY  COMPETITIONS 

Large  numbers  of  men  can  be  easily  and  quickly  put  through 
track  and  field  events  by  using  the  shuttle  relay  method. 
Although  necessity  for  timing  and  measurements  is  eliminated, 
all  of  the  elements  of  competition  are  still  maintained. 

It  is  desirable  that  the  last  competitor  of  each  team  should 
be  indicated  in  some  well-defined  way,  as  by  wearing  no  shirt, 
or  a  white  undershirt  only,  a  white  band  around  the  shoulder 
or  a  handkerchief  securely  tied  around  head  or  arm. 

Most  common  of  the  shuttle  events  are: 

i.  Runs  2.  Jumps 

50.  The    dashes    (50,    100,     53.  Standing  broad  jump. 

220  yards).  54.  Running  broad  jump. 

51.  Hurdle.  55.  Standing  hop,  step    and 

52.  Obstacle.  jump. 

66.  Rescue  (carrying  another  56.  Running    hop,    step    and 

person).  (Detailed  de-  jump. 

scriptionon  page  172.)  57.  Three    standing    broad 
77.  Bayonet    hat.     (Detailed  jumps. 

description  on  page  175.)  58.  Hopping. 

3.  Throws 

59.  Shot  put. 

60.  Baseball  throws. 

61.  Medicine  ball    (1    hand, 

2  hands) . 

Formation  for  Shuttle  Events:  The  teams  are  arranged 
in  columns  about  5  yards  apart.  Each  of  the  columns  con- 
stitutes a  team  and  should  be  made  up  of  an  equal  number 
of  men.  From  two  to  sixteen  (or  even  more)  teams  may  take 
part  simultaneously;  however,  four  to  eight  is  the  most  satis- 
factory number. 

In  the  shuttle  runs  one-half  of  each  team  remains  at  the 
starting  line  while  the  other  half  is  marched  beyond  a  designated 
line  and  faced  about.  The  distance  between  this  designated 
line  and  the  starting  line  is  the  length  of  the  race. 


168  Mass     Physical     Training 

The  leading  member  of  each  team  at  the  starting  line  has 
baton  (belt  or  handkerchief)  in  his  hand.  At  starting  signal 
he  runs  forward  to  the  other  half  of  his  team,  handing 
baton  to  the  leading  member.  This  receiver  carries  it  back 
to  the  starting  line.  The  baton  is  thus  shuttled  back  and 
forth  until  the  last  man  has  run.  No  runner  is  permitted  to 
cross  the  starting  line,  which  he  is  toeing,  until  he  actually 
receives  the  baton.  After  each  man  finishes  the  run  he 
immediately  falls  in  line  at  the  foot  of  the  column.  The  team 
finishing  first  wins. 

NOTE  :  A  modification  of  the  foregoing  is  to  have  every 
member  of  the  competing  teams  in  column  formation  behind 
the  starting  line.  Each  competitor  runs  to  or  around  a  given 
point  and  returns  to  the  starting  line,  where  he  hands  baton 
to  next  competitor. 

In  the  jumping  and  throwing  events  the  competing  teams 
should  be  paired  and  the  competition  conducted  in  elimination 
tournament  fashion.  A  base  line  is  established.  The  two  com- 
peting teams  line  up  on  opposite  sides  of  and  facing  this  line. 
The  leading  man  of  Team  A  is  toeing  the  base  line.  The  lead- 
ing man  of  Team  B  is  some  distance  in  front  of  the  base  line; 
the  amount  of  this  distance  depending  upon  the  event.  No.  1 
of  Team  A  makes  his  jump  (or  throw)  from  the  base  line. 
No.  1  of  Team  B  executes  a  return  jump  (or  throw)  using  as 
his  starting  line  the  rear  (one  nearest  base  line)  heel  mark  of  the 
first  jumper.  No.  2  of  Team  A  then  jumps  back  (or  throws) 
from  the  mark  made  by  No.  1  of  Team  B.  Teams  alternate 
jumping  (or  throwing)  in  this  way  until  every  man  has  par- 
ticipated. If  the  last  man  of  Team  B  jumps  (or  throws)  beyond 
the  original  base  line,  Team  B  wins;  or  if  his  jump  (or  throw) 
falls  short,  Team  A  wins.  Any  competitor  who  oversteps  his 
base  line  in  jumping  or  throwing  is  penalized  twice  the  dis- 
tance that  he  overstepped  the  line;  i.e.,  his  mark  is  brought 
back  that  distance. 

NOTE:  The  following  charts  illustrate  the  above  forma- 
tions : 


Group     Games 
SHUTTLE  RUNS  FORMATION 


169 


Team  i 
(even 
numbers) 
16 

Team  2 
(even 
numbers) 
16 

Teams 

(even 
numbers) 
16 

Team  4 
(even 
numbers) 
16 

14 

14 

14 

14 

12 

12 

12 

12 

10 

10 

10 

10 

8 

8 

8 

8 

6 

6 

6 

6 

4 

4 

4 

4 

2 

2 

2 

2 

1                                                                                                                                         ! 

Designated  Line 

NOTE: 
each  No.  1 

At  starting  signal, 
man  on  each  team 

"8 

runs  forward  and  passes  baton 

to  No.  2.     No.  2  returns  and 

a 

passes  to  No.  3,  and  so  on. 
Team  finishing  first  wins. 

Starting  Line 

!                                                                                                                                      '         1 

1 

1 

1 

1 

3 

3 

3 

3 

5 

5 

5 

5 

7 

7 

7 

7 

9 

9 

9 

9 

11 

11 

11 

11 

13 

13 

13 

13 

15 

15 

15 

15 

Team  i 

(odd 
numbers) 

Team  2 
(odd 
numbers) 

Teams 
(odd 
numbers) 

Team  4 
(odd 
numbers) 

NOTE  :     The 

distance   the 

designated 

line    is    from    the 

starting  line  is  the  length  of  the  race. 


170  Mass     Physical     Training 

FORMATION  FOR  SHUTTLE  JUMPS  AND  THROWS 

TeamB 
8 
7 
6 
5 
4 
3 


1.  No.  1  man  Team  A 
jumps  first  and  this  is 
his  rear  heel  mark  which 
is  used  as  a  toe-line  by 
No.  1  man  of  Team  B  who 
jumps  next. 


Base  Line 

1 

^—  Q 

2 

2.  Rear  heel  mark  of 

3 

No.  1  man  of  Team  B. 

4 

No.  2  man  of  Team  A 

5 

jumps    next    using    this 
heel  mark  as  toe-line,  etc. 

6 

7 

8 

Where  there  are  ample  facilities,  mass  competitions  can  be 
conducted  in  the  ordinary  cumulative  relay  fashion.  The 
events  can  either  be  run  on  a  straight-away  course  or  around  a 
track  (four  or  more  stakes  may  serve  as  track  about  which 
competitors  run).  In  the  jumping  and  throwing  events,  the 
competing  teams  form  in  parallel  columns.  No.  1  of  each 
team  jumps  or  throws,  No.  2  jumps  forward  from  No.  1's 
mark,  and  so  on.  The  team  jumping  or  throwing  farthest  from 
the  base  line  wins.  It  is  seldom  advisable  to  conduct  jumping 
and  throwing  competitions  in  accordance  with  this  method,  in 
preference  to  the  shuttle  method,  due  to  the  great  amount  of 
field  space  necessary. 


Group     Games 
MISCELLANEOUS  RELAY  GAMES 


171 


There  are  certain  races  and  games  of  a  relay  type  that  have 
become  very  popular  in  the  military  camps.  In  all  of  these 
races  the  teams  form  in  columns  about  10  feet  apart,  12  to  30 
(or  more)  men  to  a  team.  A  captain  should  be  appointed  for 
each  team  who  should  direct  rather  than  compete.  The  officer 
in  charge  should  occasionally  have  the  captains  count  their  men 
in  order  that  there  may  not  be  inequality  in  numbers. 


FIG.  129. 

63.  Crawl  Through  Legs  Relay.    No  EQUIPMENT  NEEDED: 
At  signal,  first  man  spreads  feet.    Second  man  crawls  through 
first  man's  legs  coming  up  close  in  front,  feet  spread.    Number 
three  crawls  through  legs  of  both  Numbers  1  and  2,  coming  up 
in  front  of  No.  2.    Nos.  4,  5,  6,  etc.  follow  in  succession.    Last 
man  through  runs  forward  to  a  given  point  (Fig.  129). 

64.  Leap  Frog  Relay.    No  EQUIPMENT  NEEDED  :  Three  to 
five  men,  depending  on  size  of  team,  are  placed  in  front  of 
column,  six  feet  apart,  to  act  as  bucks.    Bucks  bend  over,  feet 
spread,  hands  on  ankles,  keeping  their  knees  as  straight  as 
possible.    At  signal,  column  advances  and  straddle  vaults  over 
bucks,  then  runs  around  to  right  and  to  rear  of  column  and 
back  to  starting  point. 


172  Mass     Physical     Training 

65.  Down  and  Up.    No  EQUIPMENT  NEEDED  :   Entire  team 
spreads  legs  at  signal.    First  man  in  column  passes  some  object 
between  his  legs  to  next  man,  who  passes  it  on.     Last  man 
in  column  yells  "Down"  when  he  gets  the  object,  and  with 
legs  astraddle  runs  forward  over  the  other  men  who  have 
crouched  to  the  ground.     When  he  reaches  the  front  of  the 
column   the  other   men  rise  and   the  object  is  passed   back 
between  the  legs,  etc.,  until  all  have  taken  it  forward. 

66.  Rescue  Relay.    No  EQUIPMENT  NEEDED  :    Each  team  is 
divided,  one-half  in  column  of  files  at  the  starting  line,  the  other 
half  lying  on  their  backs  on  line  twenty  yards  in  front.    At  a 
signal  the  first  man  of  each  team  at  the  starting  line  runs  to  first 
man  lying  down,  picks  him  up,  and  carries  him  to  the  starting 
place.    Second  man  starts  as  first  crosses  the  starting  line.    The 
team  that  gets  all  its  men  across  starting  line  first  wins  the  race. 

67.  Obstacle  Relay.    EQUIPMENT  NEEDED  :   Natural  obsta- 
cles, etc.    Obstacles  of  all  kinds  are  placed  in  front  (things  to 
crawl  under,  jump  over,  vault,  climb  through  or  run  around). 
First  man  makes  circuit  and  finishes  at  starting  line.    Second 
man  receives  baton  and  repeats,  and  so  on. 

68.  All  Fours.     No  EQUIPMENT  NEEDED:   At  signal  first 
man  with  baton  in  hand  runs  on  hands  and  feet  to  or  around  a 
given  point  and  returns  to  starting  line.    Second  man  receives 
baton  at  starting  line  and  repeats.     Third  man  repeats,  etc. 
Vary  by  running  with  knees  and  elbows  stiff  or  leap-frog  style. 

69.  Centipede  Relay.    EQUIPMENT  NEEDED  :   One  tent  pole 
or  broom  stick  for  each  team  competing.    Two  men  get  astride 
a  pole  held  by  both  hands  of  both  men.    (One  hand  in  front  and 
one  hand  in  back.)  They  run  forward  to,  or  around,  a  given 
point  and  return  to  the  starting  point,  where  they  drop  the  stick. 
The  next  two  men  pick  up  the  stick,  adjust  it  in  the  same  way 
and  proceed.     This  race  may  be  modified  by  using  a  larger 
number  of  men  on  the  stick.      . 

70.  Paul  Revere.    No  EQUIPMENT  NEEDED  :   Team  strings 
out  in  column  across  field,  five  yards  between  men.    One  rider 
stands  at  the  rear  of  the  column.     At  the  signal  the  rider 
mounts  astride  the  hips  of  the  last  man,  who  carries  him  for- 
ward to  the  player  immediately  in  front  of  him.    The  rider  is 


Group     Games 


173 


here  transferred  to  the  back  of  the  second  man.  Transfer  must 
take  place  without  permitting  the  rider  to  touch  the  ground. 
Failure  to  do  this  disqualifies.  Player  at  head  of  column 
carries  the  rider  forward  to  a  given  point. 

71.  Wheelbarrow.  No  EQUIPMENT  NEEDED:  First  man 
walks  on  hands,  second  man  carries  the  feet  of  the  first  man. 
Advance  to  given  point  (about  30  feet  in  front).  At  this  point 
men  change  positions  (second  man  walking  on  hands,  first 
man  carrying  feet  of  second  man),  and  return  to  starting  line. 
After  first  two  men  cross  starting  line  the  next  two  men  start 
as  described,  and  so  on  (Fig..  130). 


FIG.  130. 

72.  Chariot.    EQUIPMENT  NEEDED  :   One  short  pole  for  each 
team  competing.    Four  men  stand  abreast  with  a  stick  held  by 
both  hands  in  front  of  the  chest.    The  group  of  four  runs  for- 
ward to,  or  around,  a  given  point  and  returns.  The  next  four  men 
take  the  stick  and  proceed  as  the  first  four.  The  race  may  also  be 
run  by  locking  the  arms  about  the  shoulders,  or  locking  elbows. 
This  race  may  be  modified  by  using  any  number  of  men. 

73.  Overhead  Ball  Relay.    EQUIPMENT  NEEDED  :  One  medi- 
cine ball  for  each  column.    Players  stand  at  attention  with  the 
ball  on  the  line  in  front  of  the  column.    At  the  starting  signal 
the  ball  is  passed  back  over  the  head  by  the  first  man  to  the 


174  Mass     Physical     Training 

second,  and  so  on  until  it  reaches  the  last  man.  (Every  man 
in  the  column  must  grasp  and  pass  the  ball.)  The  end  man 
carries  the  ball  forward  over  the  backs  of  the  men  in  the  column 
in  front  of  him  who  assume  a  stooping  position.  As  soon  as  he 
reaches  the  front  of  the  line  he  runs  to  the  distance  line  and, 
after  touching  it,  he  returns  to  the  front  of  the  column  and 
starts  the  ball  back  over  his  head.  After  every  man  has 
carried  the  ball  forward  the  last  man  finishes  the  race  when  he 
crosses  the  distance  line. 

74.  Pig-a-Back  Relay.    No  EQUIPMENT  NEEDED:  Players 
stand  at  attention.    At  the  signal  to  start,  No.  2  in  the  column 
leaps  upon  the  back  of  No.   1,  who  carries  him  across  the 
distance  line  in  pig-a-back  fashion.    There  he  drops  him.    No.  1 
remains  behind  the  distance  line.    No.  2  rushes  back  and  picks 
up  No.  3  in  the  column  and  carries  him  beyond  the  distance 
line  and  No.  2  remains  there:     No.  3  rushes  back  and  picks 
up  No.  4,  and  so  on.      When  the  last  man  in  the  column  has 
been  carried  across  the  distance  line  the  race  is  finished. 

75.  Football  Passing  Relay.     EQUIPMENT  NEEDED:  One 
Rugby  football  for  each  column.     Each  ball  is  placed  on  the 
starting  line  in  front  of  the  column.    Players  assume  a  stride 
stand  position.    At  the  signal  to  go,  the  ball  is  passed  from  man 
to  man.    Each  man  must  catch  and  pass  the  ball  back  between 
his  legs  until  it  reaches  the  last  man  in  the  column,  who  rushes 
forward  across  the  25-yard  distance  line.    From  that  position 
he  makes  a  forward  pass  to  the  front  man  in  the  column  and 
runs  to  the  front  of  the  column.    The  front  man  upon  catching 
the  ball  starts  it  back,  passing  it  between  his  legs,  until  it  gets 
to  the  rear  of  the  column.     The  end  man  carries  it  forward 
and  repeats  the  performance  of  the  man  who  preceded  him. 
The  race  ends  when  the  last  man  in  the  column  throws  the  ball 
back  from  beyond  the  distance  line.     The  ball  first  crossing 
the  starting  line  determines  the  winner. 

76.  Passing  the  Man.    No  EQUIPMENT  NEEDED,  FORMA- 
TION:  Front  rank  facing  rear  rank.     Last  man  of  front  rank 
is  passed  down  between  the  two  ranks  on  the  arms  of  the  men 
to  the  head  of  the  file.    Here  he  is  landed  and  takes  his  position 


Group     Games  175 

ready  to  pass  other  men.  Last  man  of  rear  rank  is  then  passed 
down  in  the  same  manner.  Game  continues  in  this  way  until 
all  have  made  the  journey. 

77.  Bayonet  Hat  Relay.    EQUIPMENT  NEEDED:   Three  to 
6  bayonets  and  an  equal  number  of  hats  for  each  competing 
team.     FORMATION:  As  for  shuttle  runs.     One-half  of  each 
team  is  stationed  behind  each  of  two  parallel  lines  from  50  to 
100  yards  apart.     From  3  to  6  bayonets  are  stuck  into  the 
ground  at  regular  intervals  in  the  lane  of  each  competing  team. 
A  hat  is  placed  on  each  bayonet.    At  starting  signal  No.  1  of 
each  team  runs  forward  and  removes  the  hats.     As  No.    1 
crosses  finish  line  No.  2  leaves  same  and  replaces  hats  on  bayo- 
nets.   No.  3  runs  forward  and  removes  them,  and  so  on. 

NOTE:  When  the  hats  are  removed  from  the  bayonets, 
they  may  be:  (1)  Thrown  on  the  ground  near  each  bayonet, 
or  (2)  Carried  forward  and  placed  at  the  feet  of  the  next  runner 
at  the  head  of  the  line  so  that  he  may  take  them  one  by  one 
and  place  them  on  the  bayonets. 

CLASS  3.    GAMES,  STUNTS  AND  INFORMAL  CONTESTS 

78.  Individual  Tug  of  War :     Contestants  face  each  other, 
each  man  holding  one  end  of  a  small  rope  from  six  to  eight 
feet  long,  with  both  hands.    At  starting  signal  they  turn  about, 
slipping  the  rope  over  the  right  shoulder  and  endeavor  to  pull 
opponent  backward.    This  should  also  be  practiced  with  the 
rope  over  the  left  shoulder  (Fig.  131). 

79.  Hello  Mike :   Two  blindfolded  opponents  lie  upon  floor 
face  down  with  their  heads  towards  each  other  and  about  a 
foot  apart.    They  reach  above  their  heads  with  their  left  arms, 
grasping  hands.     Their  right  hands  are  covered  with  boxing 
gloves.    No.  1  says,  "Hello  Mike,  are  you  there?"    No.  2  is 
required  to  answer,  "I  AM,"  trying  to  deceive  his  opponent  as 
to  location.    No.  1  takes  one  swing  with  his  gloved  hand  at 
the  point  where  the  voice  comes  from.    No.  2  then  asks  the 
question  and  the  game  continues. 

80.  Smudge  Boxing :   This  is  regular  boxing  with  the  boxing 
gloves  covered  with  burnt  cork  or  some  other  black  substance. 


176 


Mass     Physical     Training 


81.  Jousting:    Contestants   stand   upon   barrels   or   chairs 
each  armed  with  an  8-foot  pole,  the  end  of  which  is  protected 
by  boxing  gloves.    The  object  is  to  dislodge  opponent. 

82.  Shoe  Race:    Shoes  of  contestants  are  thrown  into  a 
barrel.    The  contestants  line  up  behind  a  given  line.    At  a  signal 
they  rush  to  the  barrel  and  endeavor  to  find  their  own  shoes. 
They  are  allowed  to  throw  any  shoes  not  their  own  as  they  will. 
As  soon  as  they  find  their  own  they  must  report  back  with 
the  shoes  properly  on  to  the  judge.    The  one  first  doing  so  wins. 


FIG.  131. 

83.  Blindfold  Race:    Contestants  are  blindfolded  and  after 
being  spun  about  several  times,  start  on  the  race  which  is  to 
the  other  end  of  the  room  and  back. 

84.  Hot  Hand:   One  man  who  is  "It"  bends  forward,  plac- 
ing his  hands  on  his  knees.    The  other  players  gather  behind 
him  and  swat  him  with  the  palm  "of  their  hands.    If  he  guesses 
the  one  who  hit  him,  that  one  must  take  his  place. 

85.  Barrel  Boxing :   Two  barrels   are  placed  several  feet 
apart.     Opponents  box  while  standing  inside  of  these  barrels 
or  on  the  heads  of  them. 

86.  Ankle  Throw:   This  feat  consists  of  tossing  some  object 
over  the  head  from  behind  with  the  feet. 

87.  Hand  Slap :  Two  performers.   No.  1  holds  out  hands  in 


Group     Games  177 

front,  palms  up.  No.  2  places  his  hands  in  those  of  No.  1,  palms 
up.  No.  1  withdraws  either  hand  and  endeavors  to  strike  No. 
2's  opposite  hand.  The  game  proceeds  until  No.  1  fails  to  slap 
No.  2,  then  he  goes  on  top  and  No.  2  becomes  the  swatter. 

88.  Cross  Wires:   Individual  clasps  hands  in  front  of  face, 
then  grasps  left  ear  with  the  right  hand  and  the  end  of  his 
nose  with  his  left  hand.    He  then  releases  hands,  clasps  them 
again,  and  regrasps,  using  the  other  side  of  his  face  and  also 
reversing  his  hands,  that  is,  the  right  hand  holding  the  nose  and 
the  left  hand  grasping  right  ear.    Object  is  to  continue  exercise 
without  "fumbling." 

89.  Jump  Stick :   Broom  stick  is  held  between  the  hands  of 
the  performer  in  front  of  his  thighs.     He  endeavors  to  jump 
over  the  stick  without  loosening  the  grasp  of  either  hand. 

90.  Crack  the  Whip :   The  men  form  in  line  joining  hands. 
The  strong  and  fast  men  should  be  at  the  head  of  the  line  and 
the  slow  and  short  ones  at  the  end.    Line  runs  on  the  level  or 
down  hill,  stops  quickly  and  pulls.    The  object  is  to  keep  the 
line  from  breaking  and  to  "crack  off"  the  end  men. 

91.  Duck  on  the  Rock:   A  flat  rock  is  placed  upon  the 
ground  fifteen  yards  in  front  of  a  line.     Each  competitor  is 
given  a  small  rock  (or  any  small  missile)  and  in  turn  throws 
from  behind  the  line,  endeavoring  to  have  his  missile  land  as 
near  the  flat  rock  as  possible.     The  one  whose  missile  is  the 
greatest  distance  away  from  the  flat  rock  is  "It."    He  places 
his  missile  (which  is  called  the  "duck"),  on  the  rock,  and  the 
other  competitors  endeavor  to  pick  up  their  missiles  and  run 
back  across  the  line  without  being  tagged  by   "It."     Any 
player  tagged  becomes  "It"  and  must  place  his  missile  on  the 
rock.    As  soon  as  the  competitors  have  crossed  the  line  they 
endeavor  to  knock  the  duck  from  the  flat  rock  by  throwing 
their  missiles  at  it.    If  successful  they  are  allowed  free  return 
passage  to  the  line  and  "It"  must  replace  his  duck  on  the  rock 
before  he  can  tag  any  of  the  competitors  in  their  endeavor  to 
race  back  to  the  line. 

NOTE:  The  exercises  which  are  described  in  Sections  VIII 
and  IX  on  "Personal  Contact  Drills  and  Line  Wrestling,"  are 
adapted  for  use  as  two-men  competitions. 

12 


CHAPTER  XII 

The  Conduct  of  Meets  and  Contests 

In  this  section,  emphasis  is  placed  on  athletics  from  the 
standpoint  of  furnishing  entertainment  for  the  spectators  and 
recreation  for  the  participants.  The  value  of  athletics  for  this 
purpose  and  as  a  factor  in  raising  morale  was  demonstrated  by 
the  athletic  organization  set  up  in  the  American  Expeditionary 
Forces  after  the  signing  of  the  Armistice.  Competitive  ath- 
letics were  also  emphasized  and  were  most  useful  in  furnishing 
recreation  and  promoting  contentment  among  the  soldiers  dur- 
ing the  demobilization  period  in  the  camps  in  the  United  States. 

The  material  in  this  section  will  be  of  particular  value  to 
physical  training  officers  and  others  responsible  for  the  syste- 
matic promotion  of  athletics  in  the  army.  It  will  help  to  im- 
prove the  standards  of  competition  and  will  increase  the  train- 
ing value  of  participation  in  these  activities. 

FORMATION  OF  LEAGUES 

For  the  purpose  of  getting  the  greatest  value  out  of  com- 
petitive athletics,  the  organization  of  leagues  and  the  formation 
of  schedules  in  the  various  kinds  of  contests  are  desirable.  It 
is  advisable  to  have  regular  schedules  of  the  various  sports 
used  in  platoon,  company,  and  regimental  contests.  Inter- 
camp  contests  have  also  been  found  valuable  in  stimulating 
interest  in  athletics,  in  developing  unit  loyalty  and  sustain- 
ing morale. 

One  of  the  important  duties  of  the  camp  physical  training 
officer  is  to  organize  leagues  in  football,  basket-ball,  baseball, 
volley-ball,  and  the  like,  for  the  purpose  of  securing  wide  par- 
ticipation in  these  games.  These  games  should  be  administered 
as  largely  as  possible,  through  company  athletic  officers  and 
every  effort  should  be  made  to  keep  these  athletic  officers  inter- 
ested in  creating  rivalry  between  the  companies  and  in  getting 
the  men  of  the  various  companies  interested  in  the  teams  that 

178 


Conduct     of     Meets  179 

represent  them.  The  camp  athletic  officer  should  strive  to  see 
that  each  team  has  an  even  distribution  of  equipment.  Choice 
of  officials  is  an  important  item  and  should  generally  be  looked 
after  by  the  camp  physical  training  officer.  In  these  contests 
everything  possible  should  be  done  to  develop  a  high  degree  of 
sportsmanship  in  the  men  participating.  The  camp  physical 
training  officer  should  never  display  any  mark  of  favoritism 
toward  any  one  team  but  should  be  equally  interested  in  the 
success  of  all. 

SUGGESTIONS  FOR  CONDUCTING  ATHLETIC  MEETS 

In  the  army  whether  the  athletic  meet  be  a  company,  regi- 
mental, camp  or  divisional  meet,  its  success  largely  depends 
upon  the  organizing  genius  of  the  physical  training  officer.  In 
a  divisional  meet,  or  in  any  games  where  various  branches  of 
the  service  are  represented,  it  is  well  to  have  some  officer  in 
charge  of  each  branch  of  sport.  For  instance,  one  officer  should 
take  command  of  the  track  and  field  meet,  another  the  horse 
events,  and  so  on.  These  officers  should  all  report  and  be  re- 
sponsible to  the  physical  training  officer.  It  is  suggested  that 
the  physical  training  officer  should  act  as  a  general  director 
and  should  devote  his  time  and  energies  to  managing  the  meet 
and  to  seeing  that  each  officer  and  official  carries  out  instruc- 
tions. It  is  an  unpardonable  sin  in  the  army  to  begin  a  game  or 
meet  late.  The  physical  training  officer  should  be  personally 
responsible  for  seeing  that  the  events  start  promptly  at  the 
time  scheduled. 

i.  Officials:  Where  the  various  athletic  officers  are  acting 
in  the  role  of  coaches  it  is  seldom  advisable  to  make  use  of 
them  as  officials  for  the  reason  that  their  time  can  be  better 
employed  in  seeing  that  their  men  report  promptly  for  sched- 
uled events  and  that  their  contestants  are  informed  regarding 
the  rules  and  conduct  of  the  meet.  Great  care  should  be  exer- 
cised in  choosing  officials,  not  only  because  the  decisions  ren- 
dered by  the  officials  are  highly  important,  but  also  because 
they  can  render  invaluable  service  in  running  the  meet  off 
promptly. 


180  Mass     Physical     Training 

The  officials  include:  Director  of  games,  referee,  judges, 
timers,  scorers,  measurers,  marshals,  starters,  clerk  of  course, 
announcer,  custodian  of  prizes,  inspectors,  etc. 

The  physical  training  officers  should  give  each  official  a 
typewritten  copy  of  instructions,  telling  him  where  to  report, 
time  to  report,  and  outlining  his  duties.  In  case  of  finish 
judges,  one  man  should  be  designated  as  head  finish  judge.  A 
great  deal  depends  upon  the  clerk  of  course,  who  will  keep  the 
events  going  on  schedule.  He  should  assist  the  starter  in  plac- 
ing the  men  after  they  have  drawn  for  lanes,  and  he  should  see 
to  it  that  the  contestants  are  ready  for  the  drawings  at  a 
stated  time. 

2.  Grounds:    Every  precaution  should  be  taken  to  see  that 
the  grounds  are  properly  laid  out  and  everything  arranged  in 
advance.    The  track  should  be  rolled,  the  running  lanes,  starts, 
finishes,  and  handicaps  should  be  marked,  the  shot-put,  discus 
and  hammer  throwing  circles  in  place,  jumping  pits  spaded  up, 
and   the   take-off   boards   properly    set.      Adequate   dressing 
accommodations  should  be  arranged  for.    Further,  every  pre- 
caution should  be  taken  to  see  that  the  comfort  of  the  spec- 
tators has  been  attended  to  and  to  be  sure  that  the  spectators 
will  not  be  allowed  upon  the  track  or  in  the  enclosure. 

3.  Contestants :  The  various  athletic  officers  are  responsible 
for  seeing  that  the  contestants  are  acquainted  with  the  rules 
and  that  they  report  promptly  on  time  for  the  various  events. 
It  is  almost  always  best  to  run  off  a  meet  on  a  definite  time 
schedule.    When  this  is  done  each  contestant  should  be  given 
a  copy  of  the  schedule  so  that  he  will  know  when  his  events 
occur.     Coaches  and  trainers  should  never  accompany  the 
contestants  to  the  starting  point  or  inner  grounds,  for  two 
reasons ;  one  is  that  the  men  should  be  taught  to  do  their  best 
without  side-line  coaching,  and  the  other  is  that  the  practice 
of  having  coaches  accompany  contestants  to  the  start  crowds 
the  track  and  obstructs  the  view  of  the  spectators. 

4.  Equipment  and  Miscellaneous  Details:    Physical  train- 
ing officers  should  see  to  it  that  someone  is  responsible  for  pro- 
viding woollen  yarn  for  the  finishing  line,  Kelly  pool  balls  or 


Conduct     of     Meets  181 

some  other  device  for  drawing  places,  cross  bars  for  the  pole 
vault  and  high  jump,  stop  watches,  pistol,  blank  cartridges, 
megaphone,  measuring  tape,  safety  pins,  and  first  aid  articles, 
batons  for  the  relays,  rakes  and  spades  for  the  jumping  pits, 
hurdles  and  standards  for  the  high  jump  and  pole  vault.  Each 
event  on  the  program  should  be  studied  and  all  equipment 
needed  should  be  secured  in  advance  of  the  meet.  The  pro- 
gram should  contain  the  names  of  the  officials,  the  order  of 
events,  the  handicaps,  classification,  competitors'  numbers, 
unit  of  each  competitor,  laps  for  the  various  distances,  track 
records,  etc.  Advertising  can  be  conducted  through  the  news- 
papers and  by  means  of  bulletins,  posters,  and  handbills. 
Where  there  is  an  admission  charge,  ticket  men  should  be 
secured  and  properly  instructed.  Music,  ushers,  prizes,  and 
officials'  badges  should  be  arranged  for  in  advance. 

5.  Suggested  Cards  for  Clerks  of  Course  to  be  Used  in 
Competitive  Meets :  The  clerk  of  the  course  should  have  the 
cards  filled  out  with  names  of  contestants  as  far  in  advance  of 
the  starting  of  the  meet  as  possible.  At  the  drawings  he  should 
insert  the  course  drawn  by  each  man.  At  the  end  of  the  race 
he  should  turn  the  card  over  to  the  head  finish  judge  who  will 
fill  in  the  order  of  finish,  sign  the  card,  have  the  other  finish 
judges  sign  and  then  turn  same  over  to  timers  who  will  fill  in 
the  time  for  track  events,  sign  and  turn  card  over  to  the  an- 
nouncer. The  announcer  will  turn  all  cards  in  to  the  physical 
training  officer  at  the  conclusion  of  the  meet. 


182  Mass     Physical     Training 

SCORE  CARD  FOR  TRACK  EVENTS 
EVENT DATE, 


COURSE                                       Contestants                °lSS£r>i         Order  of  Finish 

(NOTE:  the  number 

of  these  lines  depends 

on  the  number 

of  contestants.) 

TIME                                          WINNERS 

TIMERS 

JUDGES 

• 

EVENT 


SCORE  CARD  FOR  FIELD  EVENTS 

DATE. 


Contestants                          ^SmbS*'             Trial          Trial           Trial 

(NOTE:  The  number 

of  these  lin 

es  depends 

upon  the  number 

of  contes 

tants.) 

. 

WINNER                RECORD              JUDGES 

SECOND                      " 

THIRD 

Conduct     of     Meets  183 

ARMY  BOXING  RULES 
Preliminary  to  the  Bouts 

The  tone  and  spirit  of  a  boxing  contest  or  tournament  de- 
pend a  great  deal  upon  the  proper  attention  to  certain  pre- 
liminary preparations  which  are  essential  to  the  conduct  and 
control  of  any  athletic  exhibition.  A  high  grade  of  competition 
can  never  entirely  compensate  for  the  mismanagement  of  ring 
details.  Boxing  is  too  important  a  factor  in  the  training  of  the 
soldier  to  be  spoiled  by  failure  to  procure  competent  officials 
and  to  provide  other  essential  details  in  ample  time  to  insure 
a  smooth  running  organization. 

It  is  strongly  recommended  that  physical  training  officers 
follow  a  regular  procedure  which  will  automatically  apply  to 
all  boxing  bouts  which  may  be  held,  as  follows : 

1.  The  necessary  authority  for  the  contest,  date  of  meeting, 
and  place.    (Arrange  not  less  than  one  week  prior  to  contests.) 

2.  Entries — announce   where  made,  when  closed,  classes, 
drawings. 

3.  Publicity — camp  and  public. 

4.  Officials — select  referee,  judges,  clerks,  medical  officer, 
and  timer.    Secure  in  ample  time  before  contest. 

5.  Ring  equipment — watch,   gong,  or  whistle.     Buckets, 
dressing  quarters,  etc.,  chairs,  gloves,  towels.    Be  sure  every- 
thing is  on  hand. 

6.  Management  of  spectators. 

(a)  Building  assistants. 

(b)  Policing — doorkeepers,  ushers. 

(c)  Programs. 

(d)  Sale  of  tickets. 

(e)  Seating. 

All  the  foregoing  details  can  be  handled  with  a  minimum  of 
difficulty  if  they  are  considered  in  time. 

Competent  officials  are  essential.  It  is  always  a  good  plan 
to  establish  a  representative  corps  of  officials  in  each  camp. 
The  membership  in  such  an  organization  of  boxing  officials 
should  depend  upon  their  past  experience  in  boxing  and  their 


184  Mass    Physical     Training 

ability  to  officiate.  An  advisory  body  of  officers  could  readily 
be  assembled  to  pass  on  the  merits  of  each  novice  official.  The 
services  of  skilled  officials  insures  nonpartisan  judgment  and 
commands  the  confidence  of  the  competitors  and  spectators. 

RULE  I 
Equipment 

Ring  Dimensions.  SECTION  1.  The  boxing  ring  shall  be 
not  less  than  16  feet  nor  more  than  20  feet  square. 

Extension  of  Ring.  SECTION  2.  The  floor  of  the  ring  shall 
extend  beyond  the  lower  ropes  for  a  distance  of  not  less  than 
2  feet. 

Posts.  SECTION  3.  There  shall  be  at  least  four  posts, 
properly  padded. 

Ropes.  SECTION  4.  The  ring  shall  be  inclosed  by  at  least 
three  rope  rails  with  cloth  wrappings. 

Padding.  SECTION  5.  The  ring  floor,  if  of  wood  or  other 
hard  substance,  shall  be  padded  at  least  1  inch  thick  with 
corrugated  paper,  matting,  felt,  or  other  soft  material. 

NOTE  :  A  very  good  padding  for  an  outdoor  ring  is  damp- 
ened sawdust  covered  with  tight  canvas. 

RULE  II 

Ring  During  Progress  of  Match.  SECTION  1.  During  the 
progress  of  a  contest  the  ring  shall  be  cleared  of  all  chairs, 
buckets,  etc. 

Clear  Ring.  SECTION  2.  No  person  other  than  the  contest- 
ants and  the  referee  shall  during  the  progress  of  the  contest 
enter  or  be  in  the  ring. 

RULE  III 

Boxing  Gloves 

Gloves.  SECTION  1.  Gloves  are  to  be  of  the  pattern  issued 
and  shall  weigh  ndt  less  than 

(a)  Ten  ounces  in  all  "novice"  contests. 

(b)  Eight  ounces  in  all  "trained  men"  bouts,   except  in 
divisional  championship  bouts,  in  which  either  six  or  eight 
ounce  gloves  may  be  used. 


Conducts     of     Meets  185 

Bandages.  SECTION  2.  Bandages  must  not  be  worn  on 
hands  except  by  direction  of  medical  officer.  Any  bandages 
permitted  shall  be  of  soft  material  and  not  heavy  enough  to 
add  force  to  a  blow. 

RULE  IV 

Shoes 

Spikes  and  Cleats  Barred.  SECTION  1.  Boxing  shoes  having 
spikes  or  cleats  shall  be  barred. 

RULE  V 

Two  Classes.  SECTION  1.  Boxing  contests  or  exhibitions 
shall  be  divided  into  classes: 

(a)  Trained  men  are  those  who  have  won  elimination  com- 
pany championships. 

(b)  Novice  men  are  those  who  have  never  won  in  a  com- 
pany competition. 

RULE  VI 

Number  and  Time  Limit  of  Bouts  and  Rounds.  SECTION  1. 
A  boxing  contest  or  exhibition  shall  be  limited  to  four  rounds. 
A  round  shall  be  of  two  minutes'  duration  with  an  intermission 
of  one  minute  between  rounds  for  rest.  If  the  judges  disagree 
at  the  expiration  of  four  rounds,  the  referee  may  at  his  discre- 
tion call  for  a  fifth  round,  which  shall  also  be  limited  to  two 
minutes. 

Divisional  Championships.  SECTION  2.  The  final  bouts  in 
divisional  championships  shall  be  six  rounds,  three  minutes 
each,  and  no  extra  round  can  be  ordered. 

RULE  VII 
Officials  and  Duties  of  Officials 

Officials.  SECTION  1.  The  officials  shall  be  a  referee,  two 
judges,  two  clerks,  one  timekeeper,  and  one  medical  officer. 

NOTE:  It  cannot  be  too  strongly  emphasized  that  the 
referee  and  judges  of  a  contest  should  not  be  connected  in 
any  way  with  either  of  the  organizations  represented,  and  that 
they  should  be  thoroughly  competent  and  impartial. 


186  Mass     Physical     Training 

Duties  of  Referee — Decision  of  Judges  Final.  SECTION  2. 
The  referee  shall  have  general  supervision  over  the  match  or 
contest,  and  shall  take  his  position  within  the  ring.  The 
primary  duty  of  the  referee  shall  be  the  strict  enforcement  of 
the  rules  of  boxing  and  of  fair  play.  The  referee  shall,  at  the 
conclusion  of  the  bout,  abide  by  the  decision  of  the  judges  in 
every  case,  if  both  agree. 

SECTION  3.    The  referee  shall  have  the  power: 

Power  of  Referee  to  Give  Deciding  Vote,  (a)  To  cast  the 
deciding  vote  when  the  judges  disagree. 

To  Order  Extra  Round,  (b)  In  competitions  (not  exhibi- 
tions) to  order  an  extra  round,  limited  to  duration  of  pre- 
ceding rounds,  if  the  judges  disagree,  and  he  himself  is  in 
doubt  as  to  the  decision. 

May  Stop  Contest,  (c)  To  stop  a  bout  or  contest  at  any 
stage  and  make  a  decision  if  he  considers  it  too  one-sided. 

To  Disqualify,  (d)  To  stop  a  bout  or  contest  if  he  con- 
siders the  competitors  are  not  in  earnest.  In  this  case  he  will 
disqualify  one  or  both  contestants. 

NOTE:  He  may  first  give  one  warning  to  the  contestants, 
deducting  from  the  round  the  time  lost  in  so  doing.  Not  more 
than  one  warning  shall  be  given. 

Disqualification  Without  Warning,  (e)  To  disqualify  a  con- 
testant with  our  without  previous  warning  for  committing  any 
one  of  the  fouls  noted  in  Rule  XIV. 

Shall  Not  Touch  Contesting  Boxers.  SECTION  4.  The 
referee  shall  not  touch  the  contesting  boxers  except  in  special 
cases,  such  as: 

(a)  Failure  of  one  or  both  contestants  to  obey  "break" 
command. 

(b)  To  assist  injured  contestant. 

Introduction  Handshaking.  SECTION  5.  The  referee  shall 
insist  on  all  boxers  shaking  hands  at  the  commencement  of 
the  first  and  last  round.  No  other  demonstration  shall  be 
allowed. 

Announcer.  The  referee  may  be  assisted  by  an  an- 
nouncer, whose  duty  shall  be  to  announce  the  names  of  all 


Conduct     of     Meets  187 

contestants  and  act  as  a  go-between  between  the  referee  and 
the  judges. 

Position  of  Judges.  SECTION  6.  The  two  judges  shall  be 
stationed  at  opposite  sides  of  the  ring,  preferably  on  a  level 
with  the  boxers. 

Duty  of  Judges.  SECTION  7.  It  shall  be  the  duty  of  the 
judges  to  watch  every  phase  of  the  bout  and  to  make  a  decision. 

Method  of  Scoring.  SECTION  8.  The  judges  shall  keep 
count  of  the  rounds,  points  scored,  time  out,  and  "downs" 
and  generally  cooperate  with  the  referee. 

Clerk  Assistants  to  Judges.  SECTION  9.  Each  judge  shall 
be  assisted  by  a  clerk  of  his  own  choice. 

Duty  of  Clerk.  SECTION  10.  It  shall  be  the  duty  of  each 
clerk  to  keep  a  clerical  record  of  the  score  of  both  contestants 
throughout  the  round  and  bout,  as  dictated  to  him  by  the 
judge  during  the  progress  of  the  bout. 

(a)  The  clerk  shall  submit  to  the  judge  the  point  summary 
immediately  at  the  conclusion  of  each  round. 

(b)  He  shall  notify  the  judge  at  any  stage  of  the  round  if 
one  contestant  leads  an  opponent  by  the  maximum  of  20  points. 

NOTE  :  This  service  by  a  clerk  will  enable  each  judge  to 
give  his  undivided  attention  to  the  progress  of  the  bout. 

Duties  of  Timekeeper.  SECTION  11.  The  timekeeper  must 
be  seated  close  to  and  outside  of  the  ring. 

Two  Watches.  NOTE:  It  is  advisable  for  a  timekeeper  to 
have  two  watches  at  his  disposal. 

Commencement  and  Termination  of  Rounds.  SECTION  12. 
He  shall  indicate  the  beginning  and  end  of  each  round. 

Timer's  Equipment.  NOTE:  It  is  recommended  that  the 
timekeeper  have  at  his  disposal  a  bell,  gong,  or  whistle  with 
which  to  indicate  these  periods. 

Duties  of  Medical  Officer.  SECTION  13.  The  medical  officer 
shall  always  be  in  attendance  at  each  meeting  held  under 
these  rules. 

(a)  It  shall  be  his  duty  to  decide  whether  hand  bandages 
are  necessary  and  to  inspect  same. 

(b)  To  supervise  the  physical  condition  of  contestants. 


188  Mass     Physical     Training 

RULE  VIII 

Medical  Examination.  SECTION  1.  Contestants  shall  pre- 
sent themselves  to  the  camp  boxing  instructor  or  proper  person 
appointed  by  him  promptly  at  the  time  appointed  for  medical 
examination  and  weighing-in. 

Weighing-In.  SECTION  2.  In  a  boxing  meet  in  which  the 
series  of  meets  are  completed  in  seven  days  or  less,  contestants 
will  weigh  in  on  the  day  of  their  first  bout,  not  earlier  than 
9.00  a.  m.  for  afternoon  bouts,  not  earlier  than  3.00  p.  m.  for 
evening  bouts.  The  weight  registered  at  the  original  weighing- 
in  will  be  the  competitor's  official  weight  for  the  first  seven  days 
of  the  meet.  In  meets  running  more  than  seven  days,  weighing- 
in  will  be  repeated  under  the  same  conditions  on  the  eighth, 
fifteenth  and  twenty-second  day  and  so  on  throughout  the  meet. 

Drawing.  SECTION  3.  Tournaments  having  a  large  number 
of  entries  shall  be  governed  by  the  Bagnall-Wild  system  of 
drawing. 

NOTE  :  For  further  information  see  page  198. 

RULE  IX 

Seconds.  SECTION  1 .  Each  contestant  shall  be  assisted  by 
two  seconds. 

Warning  to  Seconds.  SECTION  2.  The  seconds  must  not 
speak,  signal,  or  in  any  way  coach  their  principals  during  the 
progress  of  a  round,  nor  may  they  claim  time,  or  indicate  in 
any  way  decisions  for  them. 

SECTION  3.  Any  violation  of  the  above  provisions  may 
render  a  principal  liable  to  disqualification  by  the  referee. 

Limitations  of  Seconds.  SECTION  4.  The  seconds  must  re- 
main seated  during  the  contests,  and  shall  not  enter  the  ring 
until  the  timer  indicates  the  termination  of  a  round.  They 
shall  leave  the  ring  promptly  when  time  is  called  at  the  be- 
ginning of  a  round. 

RULE  X 

Scoring 

Maximum  of  20  Points.  SECTION  1.  A  maximum  of  20 
points  shall  be  allotted  to  each  round  of  the  contest. 


Conduct     of     Meets  189 

NOTE  :  This  maximum  should  not  be  exceeded  in  any  case, 
for  in  the  ordinary  course  of  events  if  one  boxer  leads  by  a 
greater  number  of  points  than  allotted  for  the  round,  it  usually 
means  that  the  fight  is  one-sided  and  should  be  stopped. 

RULE  XI 

Point  Allotment 

Point  Allotment,  14  Points  for — SECTION  1.  Fourteen  points 
shall  be  given  for  attack  and  defense. 

Attack.    SECTION  2.    Attack  shall  cover  the  following  points : 

(a)  Clean  hits. 

(b)  Aggressive  action. 

(c)  Well-delivered  partial  hits. 

Defense.    SECTION  3.    Defense  shall  include: 

(a)  Blocking. 

(b)  Making  opponent  miss. 

(c)  Balance  and  readiness  to  counter-attack. 

Four  Points  for  Generalship.  SECTION  4.  Four  points  shall 
be  given  for  generalship. 

Generalship.  NOTE:  When  the  points  are  otherwise  equal, 
the  decision  should  be  in  favor  of  the  boxer  who  displays  the 
best  aggressive  generalship  and  style.  The  term  "generalship  " 
shall  indicate  the  development  of  natural  advantages,  coupled 
with  intuition  and  the  ability  to  grasp  quickly  the  advantage 
of  any  opening  given  by  an  opponent. 

Two  Points  for  Aggressiveness.  SECTION  5.  Two  points 
shall  be  given  for  "aggressiveness." 

NOTE:  Indicating  willingness  of  contestant  to  consistently 
press  aggressively  forward  in  the  face  of  punishment. 

Points  Deducted  for  All  Infractions  of  Rules.  SECTION  6. 
Points  or  fractions  of  points  shall  be  deducted  for  all  infractions 
of  rules.  Note  Rule  XII. 

NOTE  :  It  is  essential  that  the  alloting  of  points  shall  be 
dictated  to  the  clerk  immediately.  The  system  of  mentally 
allotting  points  will  leave  an  opening  for  indefinite  decision 
and  is  generally  unsatisfactory. 


190  Mass     Physical     Training 

Method  of  Naming  Winner.  SECTION  7.  At  the  end  of  each 
contest  the  judges'  clerks  shall  write  or  otherwise  indicate  to 
their  judge  the  score  of  each  contestant. 

RULE  XII 
Points  Deducted  for — SECTION  1.  Points  will  be  deducted  for : 

(a)  Stalling;  i.e.,  prolonging  contests,  lack  of  earnestness, 
or  going  down  without  being  hit. 

(b)  Covering  up  with  hands  so  that  contestant  is  not  in  a 
position  to  hit. 

(c)  Clinching. 

(d)  Hitting  while  holding  opponent. 

(e)  For  all  infractions  of  rules,  minor  or  major  (whether 
indicated  or  overlooked  by  the  referee). 

RULE  XIII 

Weights 

SECTION  1.  Competitions  in  all  championships  will  be  held 
in  the  following  weights  and  classes: 

Weights  and  Classes  Pounds 

Bantamweight 115 

Featherweight 125 

Lightweight 135 

Welterweight 145 

Middleweight 160 

Light  heavyweight 175 

Heavy,  all  over 175 

Weight  Rule  Governing  all  Bouts.  SECTION  2.  No  con- 
testant shall  give  or  take  more  than  5  pounds  when  contestants 
weigh  less  than  135  pounds. 

SECTION  3.  No  contestants  shall  give  or  take  more  than 
10  pounds  when  contestants  weigh  in  excess  of  135  pounds, 
except  when  both  contestants  weigh  over  175  pounds. 

NOTE:     The  above  rule  shall  apply  to  all  boxing  contests. 

RULE  XIV 

Fouls.    SECTION  1.    Hitting  below  the  belt. 
SECTION  2.     Hitting  an  opponent  who  is  down  or  who  is 
getting  up  after  being  down. 


Conduct     of     Meets  191 

SECTION  3.  Holding  an  opponent  or  deliberately  main- 
taining a  clinch. 

SECTION  4.  Holding  an  opponent  with  one  hand  and  hitting 
with  the  other  hand. 

SECTION  5.  Pushing  or  butting  with  the  head  or  shoulder 
or  using  the  knee. 

SECTION  6.  Hitting  with  inside  or  butt  of  the  hand,  the 
wrist,  or  elbow. 

SECTION  7.    Hitting  or  "flicking"  with  the  open  glove. 

SECTION  8.    Wrestling  or  roughing  at  the  ropes. 

SECTION  9.    Going  down  without  being  hit. 

SECTION  10.  Striking  deliberately  at  that  part  of  the  body 
over  the  kidneys. 

SECTION  11.    The  use  of  abusive  or  insulting  language. 

Added  Fouls.  SECTION  12.  The  failure  to  obey  the  referee 
or  any  physical  actions  which  may  injure  a  contestant,  except 
by  fair  sportsmanlike  boxing,  shall  also  be  judged  as  fouls. 

Recommendations  to  Referee  and  Judges  on  Fouls. 

NOTE:  (a)  It  is  recommended  that  the  referee  shall  im- 
mediately disqualify  a  contestant  who  is  guilty  of  a  deliberate 
and  willful  foul,  and  award  the  decision  to  his  opponent.  It  is 
also  recommended  that  a  referee  shall  not  give  more  than  one 
warning  for  a  foul,  which,  although  committed  unintentionally, 
is  likely  to  incapacitate  an  opponent,  i.  e.,  butting  or  hitting 
below  the  belt,  and  shall  disqualify  offender  without  warning 
in  case  of  actual  injury.  In  cases  of  minor  fouls,  such  as  hitting 
with  open  glove,  clinching,  or  prolonging  contest  after  fair 
warning  has  been  given  by  the  referee,  he  shall  have  the  option 
of  awarding  the  decision  to  the  opponent. 

Point  Penalties.  NOTE:  (b)  Judges  shall  penalize  contest- 
ants in  points  for  infraction  of  all  rules — major  or  minor. 

RULE  XV 
"Down" 

"  Down."  SECTION  1.  A  contestant  shall  be  deemed 
"down"  when: 

(a)  Any  part  of  his  body  other  than  his  feet  is  on  the  ring 
floor. 


192  Mass     Physical     Training 

(b)  He  is  hanging  helplessly  over  the  ropes. 

(c)  Rising  from  "down"  position. 

NOTE  :  (a)  A  contestant  may  go  down  through  accident  or 
weakness,  but  must  rise  instantly  unless  sent  down  by  a  blow, 
in  which  case  he  may  remain  down  until  the  count  of  "nine" 
without  being  disqualified. 

NOTE:  (b)  A  boxer  hanging  on  the  ropes  is  not  officially 
"down"  until  so  pronounced  by  the  referee,  who  can  either 
stop  the  bout  or  count  the  boxer  out  on  ropes  or  floor. 

Rule  for  Contestant  when  Opponent  is  Down.  SECTION  2. 
When  a  contestant  is  "down"  his  opponent  shall  retire  out  of 
striking  distance,  and  shall  not  resume  boxing  until  ordered  to 

do  so  by  the  referee. 

RULE  XVI 

Bout  Over  When.  SECTION  1.  The  round  and  bout  shall  be 
terminated  when  "down"  contestant  fails  to  resume  boxing  at 
the  expiration  of  10  seconds,  and  referee  announces  decision. 

Ten  Seconds  Indicated  by  Referee.  SECTION  2.  The  10 
seconds  shall  be  counted  aloud,  and  the  expiration  of  each 
second  shall  be  definitely  indicated  by  the  referee. 

RULE  XVII 

Other  Questions  Arising.  SECTION  1.  In  the  event  of  any 
question  arising  not  provided  for  in  these  rules,  the  referee 
shall  have  full  power  to  decide  such  questions,  and  his  decision 
shall  be  final. 

REFEREE  RESPONSIBLE  FOR  TONE  OF  BOXING 

The  tone  and  spirit  in  which  a  contest  in  boxing  is  carried 
out  depends  entirely  on  the  referee. 

The  tendency  is  for  two  boxers  to  infringe  rules  if  they  find 
out  that  they  are  boxing  under  a  weak  referee  who  does  not 
know  his  business.  Each  of  the  contestants  commences  taking 
an  unfair  advantage  generally  because  he  fears  that  if  he  does 
not  do  so  his  opponent  will.  This  leads  to  a  series  of  foul  tac- 
tics being  resorted  to  by  each  side  until,  finally,  the  contest 
gets  completely  out  of  control  and  develops  into  anything  but 
a  clean  boxing  match. 


Conduct     of     Meets  193 

That  which  is  true  in  the  case  of  a  contest  applies  also  with 
equal  truth  to  boxing  as  a  whole. 

Boxing  controlled  by  indifferent  and  weak  referees  will 
rapidly  degenerate.  On  the  other  hand,  if  all  contests  are  con- 
trolled by  strict  and  qualified  referees,  then  the  tone  and  manly 
spirit  of  boxing  will  be  raised  to  a  high  standard. 

The  necessity  of  rigidly  enforcing  all  the  rules  of  boxing  and 
fair  play  and  so  keeping  the  game  clean  and  manly  cannot  be 
too  strongly  urged  upon  all  referees,  for  it  is  only  when  boxing 
is  kept  at  this  high  standard  that  its  inherent  value  for  military 
training  will  be  realized. 

HOW  TO  ARRANGE  TOURNAMENTS 

There  are  two  general  types  of  tournaments :  Round  Robin 
and  Elimination.  In  Round  Robin  Tournaments  each  indi- 
vidual (or  team)  meets  every  other  competitor  a  given  number 
of  times.  In  Elimination  Tournaments  it  is  a  case  of  survival 
of  the  fittest;  a  defeat  eliminating  a  player  or  team  from 
further  competition  in  the  tournament.  The  Round  Robin 
method  is  the  more  satisfactory  for  use  where  there  is  a  small 
number  of  competitors.  The  elimination  method  should  be 
used  only  when  the  number  of  entries  is  too  large  to  permit 
of  the  Round  Robin  method.  Detailed  description  of  each 
method  follows: 

Round  Robin :  In  this  form  of  tournament  each  individual 
(or  team)  meets  every  other  competitor  a  given  number  of 
times.  The  different  matches  may  be  arranged  in  any  satis- 
factory order.  Example:  Entries  (teams  or  individuals): 
Nos.  1-2-3-4-5-6.  In  a  one  round  tournament  there  would 
be  the  following: 

1  vs.  2         2  vs.  3         3  vs.  4         4  vs.  5         5  vs.  6 
1  vs.  3 

1  vs.  4 
1  vs.  5 

1  vs.  6 
13 


vs.  3 

3  vs.  4 

4 

vs.  5 

vs.  4 

3  vs.  5 

4 

vs.  6 

vs.  5 

3  vs.  6 

vs.  6 

194  Mass     Physical     Training 

Elimination:  In  this  form  of  tournament  it  is  a  case  of  the 
survival  of  the  fittest.  A  defeat  eliminates  a  player  entirely 
from  the  tournament  and  it  finally  narrows  down  to  two  players 
who  compete  for  the  championship. 

The  Bagnall-Wild  system  of  drawing  should  be  employed 
in  all  elimination  tournaments.  This  system  is  designed  to 
eliminate  the  byes  in  the  second  round. 

Each  competitor's  name  is  written  on  a  separate  card  or 
paper,  and  these  are  placed  in  a  bowl  or  hat,  drawn  out  one  by 
one  at  random,  and  copied  on  a  list  in  the  order  in  which  they 
have  been  drawn  according  to  the  following  scheme; 

When  the  number  of  competitors  is  not  a  power  of  2,  there 
shall  be  byes  in  the  second  round.  The  number  of  byes  shall 
be  equal  to  the  difference  between  the  number  of  competitors 
and  the  next  higher  power  of  2,  and  the  number  of  pairs  that 
shall  meet  in  the  first  round  shall  be  equal  to  the  difference 
between  the  number  of  competitors  and  the  next  lower  power 
of  2.  The  byes,  if  even  in  number,  shall  be  divided,  as  the 
names  are  drawn,  in  equal  proportions  at  the  top  and  bottom 
of  the  list  above  and  below  the  pairs,  the  first  at  the  bottom, 
next  at  the  top,  and  so  on.  The  byes  are  drawn  first.  If  un- 
even in  number  there  shall  be  one  more  bye  at  the  bottom 
than  at  the  top. 

In  preparing  to  make  the  draw  the  number  of  entries  are 
counted.  If  the  total  is  2,  or  a  power  of  2 — 4,  8,  16,  32,  or  64 — 
there  are  no  byes,  and  the  names  are  entered  on  the  draw  sheet 
in  the  order  in  which  they  are  drawn.  If  the  total  is  not  2,  or 
a  power  of  2,  there  are  byes,  and  the  Bagnall-Wild  method  of 
drawing  is  resorted  to:  and  this  means  nearly  always,  for  the 
entries  rarely  total  a  power  of  2. 

The  drawing  diagram  on  page  195  will  illustrate  the  appli- 
cation of  the  Bagnall-Wild  system  to  a  boxing  tournament  entry 
list,  having  an  uneven  number  of  entries.  In  this  instance  there 
are  23  entries.  The  next  lower  power  of  2  is  16.  The  differ- 
ence between  23  and  16  equals  7,  which  constitutes  the  number 
of  bouts  in  the  first  round.  The  next  higher  power  of  2  is  32. 
The  difference  between  32  and  23  (the  number  of  entries) 


Conduct     of     Meets 


195 


equals  9,  constituting  the  number  of  byes.  As  9  is  an  uneven 
number,  4  are  placed  above  and  5  below.  The  scheme  is  bul- 
letined as  follows : 


Semi- 
Finals 


1st  Bound 


Winner 


Byes 


first  round.      Second  round.      Third  round.       Semifinals.       Finals. 

SUGGESTED  PROGRAMS 

i.  Track  and  Field  Meet: 

Intercollegiate  rules,  modified  when  necessary  to  meet  army 
conditions,  are  usually  used  in  conducting  track  and  field  meets. 


120-yard  Hurdles 
100-yard  Dash 
440-yard  Run 
220-yard  Low  Hurdles 
1-mile  Relay 

2.  Indoor  Meet: 
50-yard  Dash 
50-yard  High  Hurdles 
440-yard  Run 
1-mile  Relay 


880-yard  Relay 
16-lb.  Shot  Put 
Running  High  Jump 
Running  Broad  Jump 
Grenade  Throw 


Running  High  Jump 
Running  Broad  Jump 
Indoor  Shot  Put 


196  Mass     Physical     Training 

Where  floor  conditions  do  not  permit  of  a  full  50-yard  dash, 
accommodate  the  distance  to  the  space  available.  The  potato 
race  and  the  shuttle  relay  race  may  be  substituted  for  any  of 
the  events  listed  above  or  can  easily  be  added. 

3.  Mixed  Program : 

Rescue  Race  Equipment  Race 
Litter  Race  Grenade  Throwing 
Crack  Squad  Drill  Wall  Scaling  or  Wall  Climb- 
Wagon  Race — Including  ing  by  teams  and  by  indi- 

Hitching  viduals 

Tent  Pitching  Contest  Mounted  Tug  of  War 

Tug  of  War  Mounted  Push  Ball 

Artillery  Race  Mounted  Wrestling 

Roman  Riding  Race  Mounted  Rescue  Race 

4.  Program  of  Mass  Athletics: 

Shuttle  Relay  Race  Rescue  Race 

Shuttle  Standing  Broad  Jump  Football  Passing  Relay 

Medicine  Ball  Relay  Push  Ball 

Jump  Stick  Tug  of  War 

Over  the  Top  Centipede  Race 

5.  Events  Suitable  for  Water  Sports  Program: 

50-yard  Swim  Tub  Races 

100-yard  Swim  Canoe  Tilting 

220-yard  Swim  Undressing  Race 

440-yard  Swim  Life  Saving  Race 

880-yard  Swim  Water  Polo 

Long  Distance  Swim  Diving  for  Plates 

Under  Water  Swim  Harlequin  Race 

Plunge  for  Distance  Chasing  the  Duck 

Fancy  Diving  for  Form  Candle  Race 

Swimming  on  Back — 50  yards  Feet  and  Knees  Tied  Race 

Breast  Stroke  Race  Canoe  Race,  singles  and 

doubles 


Conduct     of     Meets  197 

Military  Events : 

50-yard  Swim,  carrying  clothes  overhead; 
50-yard  Swim,  carrying  rifle  overhead; 
50-yard  Swim,  full  pack  and  with  rifle; 
Rescue  Race. 

Canoe  Tilting:  Two  men  in  a  canoe,  one  man  does  the 
paddling.  Other  man  equipped  with  a  pole  about  10  feet  in 
length,  with  a  big  blob  attached  to  it.  At  the  signal  canoes  are 
rushed  at  each  other  and  man  with  the  blob  goes  to  work.  Object 
is  to  knock  the  other  man  off  his  balance  or  into  the  water. 

Tub  Race:  Any  distance.  Contestants  are  seated  in  tubs 
and  paddle  to  a  given  point.  Man  who  arrives  first  in  his  tub 
wins  whether  his  tub  is  full  of  water  or  free  from  it. 

Water  Polo:  6  men  to  a  team.  Two  goal  signs  at  either 
end  of,  preferably,  a  60-foot  enclosure.  At  a  signal  men  dive 
from  the  starting  point  as  the  ball  is  thrown  into  the  exact 
center.  Object  is  to  score  a  goal  by  touching  the  goal  boards. 
Usually  5  or  8  minute  halves  with  a  5  minute  rest.  A  man  can- 
not be  tackled  unless  he  is  within  4  feet  of  the  ball.  Man  can- 
not enter  a  4-foot  line  ahead  of  the  ball  to  tackle  a  goal  keeper, 
of  which  there  are  two  and  a  half  back.  These  3  men  defend 
the  goal.  Other  3  men  are  known  as  forwards,  right  and  left, 
and  center.  A  referee  and  judges  at  each  goal  constitute  the 
officials  needed.  All  kinds  of  tackling  are  allowed.  Ball  must 
not  be  carried  under  water.* 

Diving  for  Plates :  A  number  of  plates  are  thrown  into  the 
water.  Each  contestant  has  three  dives.  Man  who  brings  up 
the  largest  number  of  plates  at  one  time  wins. 

Harlequin  Race:  Usually  women's  suits,  including  stock- 
ings and  bathing  caps.  Pajamas  or  nightshirts  will  do  in  a 
pinch.  Clothes  are  laid  out  on  a  raft  or  similar  place  out  of  the 
water.  Contestants  leave  a  mark  together,  swim  to  the  place 
where  the  clothes  are,  put  on  the  clothes,  and  return.  The 
man  who  gets  back  to  starting  point  first  properly  dressed  wins. 

Chasing  the  Duck :  A  live  duck  is  turned  loose.  All  starters 
dive  and  try  to  catch  him. 

*For  detailed  description  consult  "Official  Guide"  American  Swimming  Association. 


198  Mass     Physical     Training 

Candle  Race:  Men  with  lighted  candles  swim  to  a  given 
point.  First  man  arriving  with  candle  lighted  wins. 

Umbrella  Race:  Men  dive  off  with  umbrellas.  Open  them 
in  water  and  swim  to  a  given  point. 

Feet  and  Knees  Tied:  As  the  name  would  suggest — any 
distance. 

Rescue  Race:  Teams  of  two.  One  man  appears  to  be 
drowning  and  signals  and  shouts  for  help.  Rescue  is  made. 
First  man  home  with  his  charge  wins. 

Long  Distance  Race:  Any  given  distance  but  not  over  a 
mile.  It  requires  the  hardest  kind  of  training  to  be  fit  for 
swimming  races,  and  army  men  usually  do  not  have  the  facili- 
ties or  the  time  for  such  strict  and  consistent  training.  A  boat 
should  accompany  each  contestant  in  a  long  race  and  life  rings 
and  medical  aid  should  be  near  at  all  swimming  meets.  Ex- 
haustion is  a  common  occurrence  and  aid  may  be  necessary.  It 
is  therefore  well  to  encourage  shorter  events  and  novelty  races. 

6.  Cavalry  Events:    A.  Gymkhana. 

British  troops  stationed  at  Rurki  in  India,  in  1861,  origi- 
nated gymkhana  sports  to  dispell  the  monotony  in  their  can- 
tonment life.  Since  that  time  the  gymkhana  has  become  popu- 
lar in  the  armies  of  Great  Britain  and  the  United  States  alike. 

Ordinarily  gymkhanas  are  of  two  kinds :  One,  a  race  meet- 
ing on  a  small  scale  in  which  any  sort  of  horse  takes  part  to 
make  up  a  card  and  in  which  the  races  are  generally  catch 
weights;  the  second  type  of  gymkhana  is  a  variety  of  what 
are  formally  called  the  "Pagal"  (foolish  or  amusing)  gymkhana, 
in  which,  besides  the  usual  horse  and  pony  races,  other  compe- 
titions for  men  and  women,  mounted  and  dismounted,  were 
introduced. 

The  following  program  is  of  the  second  type: 

Country  Store  Race :  Open  to  couples  of  one  lady  and  one 
gentleman.  The  gentleman  mounted  at  scratch  with  a  list  of 
articles  to  be  obtained  at  store.  He  rides  100  yards  to  partner, 
dismounts  and  presents  lists  to  be  filled  by  partner  who  obtains 
the  necessary  articles  from  the  store,  remounts  and  rides  back 
to  scratch.  Lists  checked  by  judges. 


Conduct     of     Meets  199 

Rescue  Race :  Open  to  couples  of  one  lady  and  one  gentle- 
man. A  gentleman  mounted  at  scratch,  leading  one  horse, 
rides  100  yards  to  partner.  At  this  point,  where  saddle  and 
bridle  for  extra  horse  will  be  placed,  extra  horse  will  be  saddled 
and  bridled.  Couple  then  ride  back  to  finish. 

Bending  Race:  Eight  wands.  Mounted  competitors 
canter  in  and  out  between  rows  of  wands  driven  into  the 
ground  and  placed  at  convenient  distances  apart  in  two 
parallel  lines.  The  competitor  must  make  the  ride  without 
touching  a  post. 

Aunt  Sally  Race :  Performed  by  two  men  and  two  women 
riding  from  the  starting  point  to  a  fixed  place,  where  the  man 
dismounts  his  partner  and  holds  partner's  horse  while  the 
partner  throws  stones  at  four  empty  bottles.  The  moment  the 
bottles  are  broken,  the  women  are  remounted  and  the  partners 
ride  back  to  the  base. 

Camouflage  Race:  Open  to  couples  of  one  lady  and  one 
gentleman.  Contestants  mounted  at  scratch  ride  100  yards 
where  they  will  be  furnished  with  one  sheet,  two  white  trouser 
legs,  and  three  safety  pins.  The  sheets  and  trouser  legs  will  be 
properly  camouflaged.  The  sheets  will  be  placed  on  the  mounts 
under  the  saddles,  fully  spread  out  and  pinned  under  the 
horses'  necks.  The  two  trouser  legs  will  be  put  on  front  legs 
of  gentleman's  mount  and  pinned  to  the  sheet.  Contestants 
mount  and  ride  to  the  finish. 

Stake  Race :  Contestants  ride  to  a  stake  placed  at  suitable 
distance  from  the  starting  line,  pass  around  the  stake,  and  re- 
turn to  starting  line. 

Tent  Packing  Contest:  Usual  rules  governing  this  event 
should  be  followed. 

Cigarette  and  Umbrella  Race :  Open  to  couples  of  one  lady 
and  one  gentleman.  Couples  mounted  at  scratch  ride  100 
yards.  Lady  rolls  cigarette  and  hands  it  to  partner  who  lights 
it.  Both  ride  back  to  scratch.  The  cigarette  must  be  lighted 
at  the  finish.  The  gentleman  carries  a  closed  umbrella  the 
first  100  yards  and  opens  it  before  he  starts  to  ride  back*to 
the  finish. 


200  Mass     Physical     Training 

Tennis  Ball  Race:  Open  to  couples  of  one  lady  and  one 
gentleman.  Couples  mounted  at  scratch,  lady  balancing  ball 
on  racket,  ride  prescribed  course.  When  ball  falls  off  it  is 
replaced  by  partner,  who  must  be  mounted  when  it  is  replaced. 
The  gentleman  must  not  move  forward  with  the  ball  in  his 
possession. 

ADDITIONAL  SUGGESTIONS  FOR  GYMKHANA  EVENTS 
Mounted :  Dismounted : 

Mounted  Potato  Race  Potato  Race 

Mounted  Rescue  Race  Egg  and  Spoon  Race 

Mounted  Wrestling  Three  Legged  Race 

Mule  Race  Band  Race 

Guidon  Relay  Race  Sack  Race 

Escort  Wagon  Race  Obstacle  Race 

Mounted  Tug  of  War  Wheelbarrow  Race 

Machine  Gun  Race  Tent  Pitching 

Saddling  Race  Ammunition  Carrying  Race 

Mounted  Football  Race  Tug  of  War 

Saturday  to  Monday  Race  Pa  jama  Race 

Tilting  the  Ring 


CHAPTER  XIII 

Strategy  and  Tactics  of  Highly  Organized  Athletic  Games 

Experience  has  shown  that  no  activity,  except  actual  par- 
ticipation in  battle,  does  so  much  as  well  organized  and  con- 
ducted athletic  competitions  to  build  up  esprit  de  corps  and  to 
instill  into  an  organization  a  feeling  of  unity  and  loyalty.  Be- 
cause of  the  great  training  value  of  highly  organized  athletic 
games,  every  means  should  be  employed  to  promote  partici- 
pation by  every  soldier. 

Football  is  a  great  military  game.  Every  officer  would 
benefit  by  actual  football  playing  experience.  There  is  no 
other  game  which  stimulates  to  so  marked  a  degree  the  develop- 
ment of  team  work  so  that  every  competitor  functions  as  an 
integral  part  of  a  moving  force  in  meeting  and  overcoming 
various  kinds  of  opposition.  Every  man  has  a  regular  job  to 
do,  and  at  the  same  time  he  must  make  his  efforts  dovetail  in 
a  machine-like  way  with  those  of  his  team  mates. 

Methods  are  illustrated  in  the  football  material  which  fol- 
lows, whereby  the  game  can  be  played  in  the  regular  super- 
vised athletic  period  by  large  numbers  of  men  and  without 
the  necessity  for  special  football  equipment. 

The  ability  to  swim  in  full  military  equipment  is,  under 
certain  conditions,  of  the  greatest  military  value.  Many  lives 
have  been  unnecessarily  lost  as  a  result  of  inability  to  swim 
and  of  the  panic  which,  in  spite  of  discipline,  seizes  upon  non- 
swimmers  who  are  attempting  to  cross  a  deep  or  swiftly  rushing 
stream.  Most  men  do  not  realize  the  fact  that  it  is  not  only 
possible  but  relatively  easy  to  swim  in  full  marching  equipment. 
The  confidence  which  is  engendered  as  a  result  of  actual  train- 
ing and  experience  in  the  water  not  only  contributes  to  the 
soldier's  efficiency  and  morale  when  it  is  necessary  to  cross 
streams  under  service  conditions,  but  also  results  in  saving 
many  lives. 

201 


202  Mass     Physical     Training 

The  material  in  this  section  was  prepared  for  the  Special 
Course  in  Physical  and  Bayonet  Training  conducted  during 
September,  1919,  at  Camp  Benning,  Georgia,  by  experts  of 
national  reputation  in  each  branch  of  sport.  These  special 
instructors  were  not  only  authorities  in  the  games  with  which 
they  dealt,  but  they  were  also  unusually  well  qualified  by  pre- 
vious experience  to  adapt  the  program  of  training  in  the  various 
games  so  that  their  inherent  values  as  a  part  of  military  train- 
ing could  be  brought  out  and  made  available  for  use  under 
army  conditions. 

A— STRATEGY  AND  TACTICS  OF  FOOTBALL  * 

The  following  principles  of  the  strategy  and  tactics  of  foot- 
bal  are  applicable  both  for  use  in  the  period  on  the  day's 
schedule  devoted  to  supervised  games  and  athletics  and  also  to 
recreative  football.  There  is  military  training  value  in  playing 
football  and  this  should  be  extended  to  all  of  the  men  in  the 
army.  When  football  is  played  as  an  activity  under  the  head 
of  supervised  games  and  athletics  no  equipment  is  needed  ex- 
cept the  footballs,  consequently  tackling  and  falling  on  the 
ball  should  be  eliminated.  For  the  company,  regimental  and 
camp  teams  uniforms  should  be  provided  but  for  the  required 
football  the  work  should  be  so  modified  as  to  permit  of  playing 
in  the  service  uniform. 

Among  the  things  which  may  be  taught  on  the  drill  field  to 
the  men  in  service  uniforms  are  the  following:  Charging  posi- 
tion in  the  line,  charging  both  with  and  without  opposition, 
blocking  in  the  line,  line  defense  to  teach  use  of  hands,  starting 
for  backs  and  ends,  handling,  ball  kicking,  passing  and  snapping 
ball,  team  play  with  touching  scrimmage. 

Only  the  rudiments  of  football  are  suggested  in  this  manual, 
first,  because  fundamental  football  constitutes  the  most  im- 
portant part  of  the  game  and,  second,  because  it  is  only  possible 
in  this  limited  space  to  treat  of  a  few  essentials.  In  the  foot- 

*  Prepared  by  Major  John  L.  Griffith. 


Strategy     and     Tactics 


203 


ball  which  will  be  taught  to  the  troops  on  the  drill  field  it  is 
well  to  insist  that  each  man  be  taught  each  of  the  positions  and 
the  duties  pertaining  to  each.  The  object  of  this  training  is 
not  to  develop  teams  or  star  players  but  rather  to  develop  the 
platoon  or  company. 

FUNDAMENTALS  OF  LINE  PLAY 

Charging  Position  of  Line  Men :  Men  on  right  side  of  center 
stand  with  feet  well  apart  with  right  foot  slightly  behind  left 


FIG.  132. 

foot.  Men  on  left  side  of  center  place  left  foot  behind.  Stand 
on  balls  of  feet.  If  left  foot  is  behind,  the  left  hand  should  rest 
on  the  ground  and  the  other  hand  or  forearm  should  rest  on 
the  right  knee.  If  on  right  side  of  center,  position  of  hands  and 
feet  is  reversed.  The  body  should  be  well  forward  with  the 
buttocks  lower  than  the  shoulders,  back  straight,  eyes  on  op- 
ponent watching  ball  out  of  corner  of  the  eye. 

Charging:  Fast  charging  is  one  of  the  most  important  re- 
quirements of  a  football  line  man.  Every  man  should  be  taught 
to  start  fast  from  a  charging  position.  Form  men  in  charging 
position  with  seven  men  on  the  line  and  one  man  behind  to 
receive  the  ball.  Center  snaps  ball  back  between  his  legs  to 
one  man  who  is  behind  center  who  catches  the  pass.  As  the 
ball  is  passed  back,  the  seven  men  on  the  line  charge  forward 


204  Mass     Physical     Training 

for  five  yards  then  again  form  a  line.  The  line  should  be 
straight  and  no  man  on  either  side  of  center  should  have  his 
hands,  feet  or  head  in  front  of  a  line  at  right  angles  with  the 
back  end  of  the  ball.  In  charging  the  first  two  steps  should  be 
short  and  fast.  The  body  is  lunged  forward.  Avoid  straight- 
ening up  when  charging.  This  work  should  be  repeated  fre- 
quently, changing  positions  (Fig.  132). 


FIG.  133. 

Blocking:  Blocking  in  the  line  consists  of  throwing  the 
body  against  opponent  in  charging  in  such  a  way  as  to  drive 
him  back,  turn  him  to  one  side,  or  to  body  check  him  to  pre- 
vent his  breaking  through.  There  are  a  great  many  methods 
of  blocking  in  the  line.  The  simplest  only  are  suggested  and 
these  blocks  will  usually  be  found  sufficient. 

1.  Straight     Block:  At  the   charging   signal   drive   body 
straight  forward  with  shoulder  against  opponent's  thigh.    The 
head  should  be  held  tight  against  his  leg.    Keep  feet  wide  apart 
and  well  braced  and  push  him  back  with  the  drive  from  legs 
and  body.    Do  not  use  hands  or  arms  (Fig.  133). 

2.  Block  to  Left:    Step  sharply  to  right  with  right  foot  and 
drive  body  to  left  with  shoulder  against  opponent's  thigh.    If 


Strategy     and     Tactics 


205 


FIG.  134. 


he  evades  you,  throw 
body  at  his  knees  with 
back  of  legs  obstruct- 
ing his  legs.  The  body 
should  cover  as  much 
ground  as  possible  in 
front  of  opposing  line 
man  to  block  his  pro- 
gress. If  he  steps  back 
roll  with  him  and  keep 
obstructing  him  until 
ball  is  dead  (Fig.  134). 
3.  Block  to  Right: 
In  this  instance,  follow 
instructions  as  out- 
lined under  Block  to  Left  except  that  step  should  be  taken 
to  left  and  the  right  shoulder  is  used  in  blocking  his  right 

thigh.  Keep  feet  well 
braced  and  wide 
apart  (Fig.  135). 

Defense  in  Line: 
In  a  game  of  foot- 
ball each  line  man 
matches  his  wits 
against  the  wits  of  the 
opposing  line  man. 
On  offense  each  line 
man  may  have  to 
vary  his  style  depend- 
ing upon  whether  his 
opponent  plays  high 
or  low,  wide  or  close, 
FIG.  135.  is  fast  or  slow.  In 

fact,  so  many  factors 

enter  into  his  methods  of  attack  that  the  battle  of  wits  in  the 
line,  which  is  usually  missed  by  the  spectators,  is  very  often 
the  most  important  factor  in  playing  a  game.  Consequently, 


206 


Mass     Physical     Training 


FIG.  136. 

it  is  not  possible  in  the  short  space  allotted  to  football  to  de- 
scribe all  of  the  defensive  methods  which  will  be  used  in  the 

line.   The  following  are  suggested 
as  fundamentally  correct: 

i.  Straight  Block:  As  the 
ball  is  snapped  back  charge 
straight  forward  with  hands 
under  opponent's  shoulders, 
arms  stiff,  back  low,  legs  well 
spread  and  braced,  the  object 
being  to  drive  opponent  back- 
ward. If  the  man  on  defense 
succeeds  in  this  he  is  in  position 
to  fill  the  hole  on  either  side  of 
his  opponent  if  the  play  comes 
that  way.  In  order  to  success- 
fully consummate  this  play  the 
man  on  defense  should  start  from 
a  low  position  and  should  have  his  hands  well  in  front  of  him 
when  the  ball  is  passed. 

2.  Turn  to  Side :    If  opponent  charges  from  the  right,  drive 


FIG.  137. 


Strategy     and     Tactics 


207 


left  hand  to  his  head  and  right  hand  to  his  right  shoulder 
turning  him  away  from  defensive  man's  legs,  then  grasp  him 
by  right  lower  leg  and  throw  him  back  into  the  play  (Fig.  136). 
3.  Pull  Forward:  When  the  opponent  is  lunging  in  such  a 
way  that  he  cannot  keep  his  balance,  grasp  him  by  back  of 
head,  pull  him  forward,  at  same  time  step  to  the  side  and  avoid 
his  leg  trip.  If  opponent  charges  with  shoulders  low  and  but- 
tocks high  this  method  will  be  found  effective  (Fig.  137). 

FUNDAMENTALS  OF  BACK  FIELD  PLAY 
Starting  Position:     Place  feet  on  a  line  parallel  with  the 
scrimmage  line.    Rest  weight  on  balls  of  the  feet  and  assume  a 


FIG.  138. 

crouching  position  with  the  weight  resting  lightly  on  the  hands. 
Avoid  inclining  body  in  direction  of  the  start  and  keep  eyes  to 
the  front.  When  charging  signal  is  given  practice  getting 
started  as  quickly  as  possible.  The  first  step  should  be  short 
and  the  body  should  not  be  raised  until  after  the  line  is  passed. 
Bend  body  at  the  hips  and  run  with  feet  well  spread. 
This  start  should  be  practiced  by  all  men  in  the  platoon  in  the 
same  manner  that  line  charging  is  practiced  (Fig.  138j. 

Receiving  the  Ball.    i.  Direct  from  Center:    The  snapper 
back  floats  ball  back  to  the  man  who  is  starting  from  the  left 


208 


Mass     Physical     Training 


half  back's  position.  It  should  be  passed  so  that  the  runner 
gets  the  ball  low  and  in  front  of  him.  Do  not  allow  man 
receiving  ball  either  to  straighten  up  in  catching  ball  or  to 
slow  up  to  receive  it.  The  squad  should  be  formed  as  follows 
for  the  purpose  of  practicing  this  pass: 

Center 
X 

0  7 

0  6 

0  5 

04  01 

0  3 

0  2 


FIG.  139. 


No.  1  catches  ball  in  manner  described 
above,  then  returns  ball  to  center  and 
takes  place  in  file  occupied  by  7,  who  steps 
up  into  the  position  previously  occupied  by 
6  who  has  moved  up  into  place  formerly 
held  by  5.  No.  2  takes  ball  next  from 
half-back  position.  Continue  this  practice 
until  all  the  men  can  take  the  ball  properly 

in  this  manner  and  then  shift  the  file  to  the  right  and  have  the 
pass  made  to  the  left.    Change  centers  frequently  (Fig.  139). 

2.  From  Quarterback  for  Line  Buck:  Use  same  formation 
as  outlined  above  with  exception  that  one  man  acts  as  quarter- 
back and  passes  ball  to  the  men  for  a  straight  buck  in  turn.  In 
taking  the  ball  the  man  receiving  it  starts  from  the  position 
described  in  preceding  paragraph  on  starting  position.  He 
should  keep  his  arms  down  by  his  legs  until  the  quarter  slaps 
the  ball  into  the  pit  of  his  stomach — when  he  folds  his  arms 
over  the  ball  keeping  tight  hold  with  his  hands.  Insist  that  he 
carry  ball  in  this  manner  for  five  yards  before  he  returns  it  to 
the  center  as  described  in  above  paragraph.  The  man  receiv- 
ing the  ball  from  the  quarterback  must  keep  his  back  bent  at 
the  hips  and  must  not  strighten  up  either  upon  receiving  the 
ball  or  upon  reaching  imaginary  scrimmage  line.  Men  should 


Strategy     and     Tactics 


209 


not  run  in  toward  the  center  to  get  the  ball.  Practice  this  on 
both  right  and  left  side  and  change  centers  and  quarters  fre- 
quently (Fig.  140). 

For  End  Run,  Quarterback  Passing  Ball:  Use  same  for- 
mation as  described  above.  The  quarter  should  toss  ball  to 
halfback  and  then  should  run  ahead  in  the  interference.  The 
quarter  should  pass  ball  to  the  belt  line  using  both  hands 
to  pass  with.  The  motion  used  in  making  this  pass  is  a  long 
sweeping  motion.  Receiver  keeps  low,  and  if  running  around 


FIG.  140. 

right  end  places  ball  under  right  arm  with  left  arm  free  for 
stiff  arm  (See  Fig.  142).  If  the  start  is  from  the  right  for  a 
run  around  the  left  end  the  ball  should  be  held  under  the 
left  arm  (Fig.  141). 

4.  For  a  Punt:  Use  same  formation  as  outlined  in  para- 
graph (1)  direct  from  center,  except  that  man  receiving  the 
ball  stands  directly  back  of  center  and  about  eight  yards  back. 
Practice  pass  for  a  kick  and  for  runs  both  to  right  and  left. 
In  the  runs  the  ball  should  be  passed  to  the  side  so  that  the 
runner  will  have  to  catch  it  while  at  full  speed.  The  man  be- 
hind center  stands  erect  with  left  foot  forward  as  in  kicking. 
He  should  start  from  the  same  position  when  making  the  run. 

14 


210 


Mass     Physical     Training 


Body  Checking:  i.  High  block.  When  a  back  runs  inter- 
ference using  the  high  block  the  hands  are  held  tightly  against 
the  body  with  the  elbows  extended  to  the  side.  The  object  is 


FIG.  141. 


FIG.  142. 


to  block  a  man  on  defense  to  keep  him  from  getting  at  the  man 
with  the  ball.  To  practice  this  have  one  man  pass  the  ball 
from  center,  another  assume  position  of  left  halfback  to  carry 


Strategy     and     Tactics 


211 


ball,  another  position  of  right  half  to  run  as  an  interferer  and 

another  to  act  as  left  end  on  defense,  thus: 

1 
0 


0  8 
0  7 
064 
050 


1 — end  on  defense.     2 — center.     3  runs  interference  using 
high  block  against  1,  4  catches  ball  from  center  and  follows  3 
for  short  run.    1  does  not  tackle 
4  but   attempts    to   tag    him 
(Fig.  143). 

2.  Low  Block:  Throw  body 
lengthwise  across  body  of  man 
on  defense.  Stretch  arms  and 
legs  at  full  length  so  as  to  make 
blocking  surface  as  great  as 
possible.  The  side  of  the  man 
blocking  hits  the  man  on  de- 
fense at  waist  line.  Do  not 
attempt  this  from  a  run  when 
men  are  dressed  in  regulation  uniform,  but  practice  from  a 
standing  position  (Figs.  144  and  145). 


FIG.  143. 


FIG.  144. 


FIG.  145. 


212 


Mass     Physical     Training 


Passing  from  Center:  Center  holds  ball  firmly  on  ground 
with  hands  well  upon  front  end  of  the  ball,  one  hand  on  each 
side.  When  passing  to  quarter  the  ball  should  be  passed  quickly 
back  to  the  quarter,  who  takes  the  ball  with  one  hand  below 
the  ball  and  one  on  the  upper  side.  In  snapping  back  for  a 
direct  pass  to  a  halfback  running  around  end  the  ball  is  passed 
so  that  the  runner  will  have  to  reach  for  it  on  the  run,  but  the 
pass  should Jbe  so  timed  that  the  runner  will  be  able  to  catch  it. 

In  passing  back  for  a  punt  or  a 
run  from  a  punt  formation  pass 
the  ball  end-over-end  rather 
than  by  spiraling  it  (Fig.  146). 
Forward  Passing :  Lay  the 
ball  on  the  hand,  with  the  back 
end  of  the  ball  rather  than  the 
center  of  the  ball  on  the  hand. 
The  fingers  should  be  over 
the  lacing.  Use  the  overhand 
motion  and  throw  with  a  snap 
of  the  wrist,  causing  the  ball  to 
spiral  in  its  flight.  Practice 
first  passing  the  ball  a  short 
distance  before  attempting  long  passes.  First  teach  each 
man  in  the  squad  how  to  hold  the  ball  and  how  to  throw  it,  by 
forming  the  squad  in  open  ranks,  the  front  rank  facing  the 
rear  rank  with  a  fifteen-yard  interval.  Each  man  passes  across 
the|interval  to  one  of  the  men  opposite.  After  they  have 
learned  to  pass  to  a  fixed  target  teach  passing  to  a  moving 
target,  using  the  following  formation: 


FTG.  146. 


0  3 

0  4 

0  5 

0  6 

0  7 


0  8 


Strategy     and     tactics 


213 


When  the  center  snaps  the  ball  back  to  8,  who  takes  it  on 
the  run  to  the  right,  1  runs  down  the  field.  8  receives  ball 
from  center,  runs  to  right  and  passes  to  1,  who  catches  it  over 
his  right  shoulder.  The  file  moves  up  and  the  passing  is  re- 
peated until  every  man  in  the  squad  has  learned  to  forward 
pass  properly  (Fig.  147). 

Kicking:  The  kick  off  is  practiced  by  having  one  man 
practice  kicking  off  to  the  other  seven,  who  are  spread  out 
down  the  field.  The  kick  off  is  practiced  thus:  Place  ball  on 
ground  on  one  end 
with  top  end  slanting 
toward  kicker.  Loose 
dirt  can  be  used  to 
form  a  pocket  for  hold- 
ing the  ball  in  position. 
The  kicker  should  take 
five  or  six  steps  run- 
ning toward  ball  and 
kick  it  while  it  is  rest- 
ing in  this  pocket.  At 
first  do  not  attempt 
long  kicks  but  prac- 
tice accurate  kicking. 
Each  man  on  squad 
should  practice  this 
kick  many  times.  The 
other  men  on  the  squad  catch  the  ball  and  return  it  to  the  kicker. 

The  punt  is  made  by  dropping  ball  on  the  instep  of  the 
kicking  foot  as  the  leg  is  swung  forward.  A  right-footed 
kicker  stands  with  left  foot  forward,  then  takes  one  step  with 
the  right  foot  and  one  with  the  left,  then  kicks  with  the  right 
foot.  The  foot  should  follow  through,  and  all  preliminary  prac- 
tice should  be  devoted  to  accurate  kicking  rather  than  to  dis- 
tance kicking.  Practice  this  the  same  as  in  kick  off.  The  ball 
should  be  held  with  the  hands  on  the  two  sides,  and  great  care 
should  be  exercised  in  dropping  it  so  as  not  to  give  it  a  twist 
at  the  moment  of  release.  As  soon  as  straight  punting  is 


FIG.  147. 


214  Mass     Physical     Training 

mastered  the  men  should  be  taught  to  swing  the  leg  with  a 
side  motion  so  as  to  give  a  longer  arc  in  the  kick,  and  later 
spiral  kicking  should  be  practiced.  The  spiral  is  given  to  the 
ball  by  a  twist  of  the  ankle  and  toe  at  the  instant  the  ball 
leaves  the  shoe. 

After  learning  to  kick  a  ball  set  on  one  end  on  the  ground, 
and  to  punt,  teach  the  men  on  each  squad  to  drop  kick.  The 
drop  kick  is  made  by  dropping  the  ball  on  the  ground  and 
kicking  it  the  instant  it  bounces  off  the  ground.  The  ball 
should  be  dropped  on  one  end  and  the  shoe  should  meet  the 
lower  end  of  the  ball. 

To  practice  place  kicking  have  one  man  hold  the  ball  while 
the  man  holding  it  is  lying  flat  on  the  ground  with  his  arms 
extended,  the  ball  held  resting  lightly  on  the  first  and  second 
fingers  of  the  lower  hand.  The  fingers  should  be  well  spread. 
As  the  kicker  runs  forward  to  kick  the  ball  the  man  holding  it 
should  press  down  with  the  upper  hand  and  at  the  same  time 
quickly  pull  the  lower  hand  out  from  under.  Great  care  should 
be  exercised  in  keeping  the  ball  straight  as  the  hand  is  with- 
drawn. The  ball  should  be  slightly  inclined  toward  the  kicker. 
The  man  kicking  should  measure  the  distance  required  for  the 
swing  of  his  leg  by  standing  on  his  left  foot  and  swinging  his 
right  foot  against  the  spot  on  the  ball  where  he  is  going  to  kick 
the  ball.  He  should  then  mark  the  place  where  his  left  foot 
will  stand  and  should  take  as  few  steps  as  possible  in  his  run 
to  the  ball.  As  an  aid  to  accurate  kicking  draw  a  line  on  the 
ground  and  swing  the  kicking  leg  on  this  line.  Never  take  the 
eyes  away  from  the  ball  when  kicking  until  after  the  kick  has 
been  made. 

Catching  the  Ball:  Kicked  balls  should  be  caught  with 
hands  upreached  for  the  hall  which  should  touch  the  hands 
before  it  touches  the  arms.  At  the  moment  the  t>all  strikes 
the  hands  pull  them  in  toward  the  body.  Do  not  catch  ball 
in^the  arms. 

Forward  passes  are  caught  over  the  shoulder  of  the  receiver 
of  the  pass  with  the  back  toward  the  most  dangerous  de- 
fensive man. 


Strategy     and     Tactics  215 

Picking  up  Ground  Balls :  Form  squad  in  a  circle  and  place 
ball  in  center.  Each  man  in  turn  runs  forward  picking  up  ball 
on  the  run  and  then  in  turn  places  it  on  the  ground  for  the 
next  man.  Practice  this  until  every  man  has  learned  to  pick 
up  the  ball  without  slowing  up.  In  picking  up  ball  both  hands 
should  be  used  and  the  receiver  should  run  with  his  body  low 
to  the  ground  and  with  feet  well  spread. 

EQUIPMENT 

The  strategy  and  tactics  of  football  should  be  taught  in 
such  a  way  that  the  men  will  not  require  football  uniforms 
and  so  that  they  will  not  tear  their  service  uniforms.  Further, 
it  is  impracticable  to  provide  tackling  dummies  and  other  para- 
phernalia which  is  commonly  used  in  developing  teams.  All 
the  equipment  which  is  required  consists  of  a  few  rugby  foot- 
balls. Where  it  is  possible  use  charging  sled  long  enough  to 
permit  eight  men  abreast  to  charge  against  it.  These  can  be 
easily  constructed  so  that  every  company  play  area  will 
have  one. 

THEORY  AND  DEMONSTRATION  OF  OFFENSE 

1.  The  first  thing  to  learn  on  offensive  is  that  90%  of  the 
success  of  the  offensive  play  depends  upon  the  execution  of  the 
play  rather  than  upon  the  play  itself.     The  winning   football 
team  is  always  composed  of  men  who  can  block  and   charge 
and  tackle  and  handle  the  ball  properly.      In  fact,   such  a 
team    will   win   with   a   few  simple  well  executed  plays.    As 
a    rule    a    team    which    has    devoted    most    of    its    time    to 
mastering  team  play,  intricate  signals,  and  a  large  number 
of  plays   will  have  neglected  the  fundamentals,  and  further 
the  players  will  have  become  imbued  with  the  idea  that  they 
can  win    by   strategy    rather   than   by   hard    work.      Conse- 
quently, a  simple  style  of  offense  is  suggested  as  a  basis  upon 
which  to  build. 

2.  Normal  Offense :     This  is  the  simplest  formation  and  the 


216  Mass     Physical     Training 

easiest  learned.     Two  end  runs,  two  bucks,  and  one  forward 
pass  are  suggested  from  this  formation,  as  follows : 

.  O 


0 

°X/ 

/O 

0 

o 

/    / 

/  / 

0 

O       O 

X 

o       o 

0 

5 

6      7 

8 

9     10 

11 

v»_ 

*• 

o 

4 

0 

o 

o 

1 

2 

3 

Run  to  right  10  and  11  block  tackle,  9  blocks  guard,  8 
passes  ball  then  blocks  center,  7  attempts  to  block  full  back, 
6  blocks  guard  then  attempts  to  block  off  most  dangerous  de- 
fensive man,  5  follows  behind  watching  for  fumbles,  4  passes 
ball  to  1  and  runs  in  interference  blocking  off  any  man  who 
breaks  through  line,  3  blocks  left  end  on  defense,  2  runs  inter- 
ference for  1.  The  play  goes  off  offensive  right  tackle.  1  takes 
ball  from  4  and  drives  hard  over  tackle. 

Run  to  left.    Same  as  run  to  right  with  conditions  reversed. 

Buck  Through  Right  Side: 


0          O 

A  t 

o     o  o     JL     o     o  o 
56789  10/11 


9  and  10  block  opposing  guard,  11  blocks  tackle,  8  blocks 
center,  7  blocks  guard,  5  and  6  break  through  to  block  off  de- 


Strategy 


nd     Tactics 


217 


fensive  backs,  4  passes  ball  to  3  who  drives  forward   over 
opposing  guard  taking  the  hole  on  either  side  wherever   it 
opens,  2  runs  back  with  the  passing  of  the  ball  as  though  for 
a  pass,  and  1  watches  for  a  fumble. 
Forward  Pass: 


123 

11  runs  down  field  fast  for  pass  over  head  of  left  half-back 
on  defense,  10  blocks  tackle,  9  blocks  guard,  8  blocks  center, 
7  goes  thru  to  lead  interference,  6  blocks  tackle,  5  goes  behind 
full  back  for  pass,  2  and  3  protect  1  who  receives  ball  on  direct 
pass  for  forward  pass  to  4,  11  or  5. 

3.  Shift  to  Right  (left) :  Preliminary  shift.  7  and  9  step 
back  on  line  with  4. 

0*1*0 

56         8     10       11 


Space  between  tackles  and  center  open. 

When  signal  is  given  11  shifts  outside  of  opposing  tackle 
and  7  and  9  shift  into  line  between  10  and  8,  10  shifts  to  right 


218 


Mass     Physical     Training 


to  make  room  for  7  and  9,  6  shifts  over  to  fill  the  place  left 
vacant  by  7  and  5  takes  position  previously  occupied  by  6,  4 
steps  to  left  one  pace,  3  shifts  upon  line  with  4,  one  yard  be- 
hind space  between  7  and  9,  2  takes  position  two  yards  behind 
3,  and  1  moves  over  on  a  line  with  2  directly  behind  8. 
Line  Buck  on  Shift  to  Right: 


r 

0 

'  o     0 

t  \' 

1  o 
o]  o 

0 

A 

0    0 

0 

4 

/ 

o 

3 

O         0 

1       2 

7  and  9  shift  on  signal  into  line  and  when  the  ball  is  passed, 
block  opposing  guard,  10  and  11  block  tackle,  8  takes  center, 
6  blocks  guard  and  5  blocks  tackle  and  then  attempts  to  block 
full  back,  3  leads  play  through  hole  made  by  7  and  9,  and  2 
takes  ball  from  quarter  and  follows  3,  1  watches  for  fumble. 

End  Run  to  Right: 


10  and  11  block  tackle,  7  and  9  block  guard,  8  blocks  center, 
6  blocks  guard  then  gets  in  front  of  play,  5  blocks  opposing 


Strategy     and     Tactics 


219 


fullback,  2  and  3  block  end  out,  1  takes  ball  on  direct  pass  and 
carries  ball  over  right  tackle,  4  follows  play  and  watches  for 
fumble. 

Delayed  Pass  for  Run  on  Short  Side : 


o     o     0          o       o       o 

t  /        A   /\ 

o  o     X     o  o     o       o 

5  6     8     7. 9     10     11 
o 
4 

o 

3 


5  blocks  tackle,  6  blocks  guard,  8  blocks  center,  7  and  9 
block  guard,  10  and  11  block  tackle,  3  fakes  to  take  ball  from 
quarter  for  run  around  end  but  instead  blocks  right  end,  1 
fakes  to  take  ball  from  quarter  for  buck  through  right  guard 
and  2  takes  ball  for  run  to  left  with  4  running  his  interference. 

Forward  Pass: 

A 


10       l 


5  runs  down  field  to  receive  forward  pass,  6  blocks  guard, 
8  blocks  center,  7  blocks  guard,  9  and  10  block  tackle,  and  11 


220 


Mass     Physical     Training 


runs  back  of  fullback  for  pass,  3  runs  down  field  back  of  left 
half  on  defense  for  pass,  4  and  2  protect  1,  who  takes  ball  on 
direct  pass  from  center  and  forward  passes  to  5,  3  or  11. 

Shifts  to  left  are  the  counterpart  of  the  shifts  to  the  right. 

4  Kick  Formation. — Punt: 

o  o       o       X       o       o  o 

5  6        7        8       9        10  11 


o 

1 

The  best  kicker  drops  back  to  the  position  occupied  by  1 
in  the  diagram  for  the  kick.  When  the  ball  is  passed  5  and  11 
run  down  the  field  under  the  kick  and  attempt  to  tackle  the 
back  who  receives  the  kick;  failing  in  this  they  turn  the  play 
in.  6  likewise  starts  with  the  pass  back  provided  the  kicker 
kicks  with  his  right  foot.  7,  8,  9  and  10  block  as  long  as  neces- 
sary and  then  hurry  down  under  the  kick.  4,  3  and  2  protect 
the  kicker  until  the  ball  is  actually  kicked. 

Run  from  Kick  Formation.    Run  to  Right: 


o     o     0  o  o     o 

t  t  t   \ 

O       O      I  O  O  0 

6\  7V8  9  1CL      11 


Strategy     and     Tactics 


221 


1  takes  ball  on  run  from  center.  2,  3,  4,  6  and  7  form  inter- 
ference to  right.  8  blocks  center,  9  guard  and  10  tackle,  11 
blocks  end  in  and  5  runs  across  to  block  defensive  back. 

Run  to  Left:    Counterpart  of  run  to  right. 

Quarter  Back  Buck: 


i     o     0 

/\ 

o       oX  o 


5  and  11  go  straight  down  field  for  pass,  6  and  7  cut  across 
to  form  interference,  8  blocks  center,  9  guard  and  10  tackle,  2 
15 


222  Mass     Physical     Training 

and  3  protect  passer  and  4  runs  across  behind  line  for  short 
pass  over  opposing  line  men's  heads.  1  runs  to  right  and  makes 
short  pass  to  4  or  long  pass  to  5  or  11. 

FUNDAMENTALS  OF  DEFENSE 

Defense  for  Normal  Formation :  Center  plays  in  line  with 
option  of  using  his  judgment  as  to  when  to  tackle  around  the 
ends.  As  ball  is  snapped  back  he  charges  opposing  center  and 
protects  against  attack  through  either  side  of  the  offensive 
center.  The  guards  charge  with  hands  against  opponents' 
heads,  attempting  to  drive  them  back.  The  tackles  charge 
ends  and  then  go  through  to  break  up  interference,  while  the 
ends  play  safe  by  charging  straight  in  to  turn  the  play  in,  at 
the  same  time  watching  for  opportunity  to  tackle  runner  or 
to  break  interference  if  necessary.  The  fullback  backs  up  the 
line  and  plugs  the  hole  if  a  line  buck  is  attempted.  The  full- 
back must  be  careful  not  to  start  until  he  is  sure  where  the  ball 
is  going,  otherwise  he  will  be  fooled  on  split  bucks.  If  the 
play  goes  around  either  end  the  fullback  should  be  there  to 
make  the  tackle  if  possible.  The  halfbacks  play  safe  to  make 
sure  that  forward  passes  are  not  made  in  their  territory.  Con- 
sequently, they  must  not  be  too  anxious  to  back  up  the  line. 
At  the  same  time  they  must  back  up  the  line  and  reinforce  the 
ends,  and  the  fullback  in  case  end  runs  are  attempted.  The 
quarterback  plays  back  about  twenty-five  yards,  and  watches 
out  for  long  forward  passes  and  kicks,  and  stands  ready  to 
make  the  tackle  in  case  the  others  in  front  miss  the  runner. 

Defense  for  Shifts:  When  the  shift  is  made  which  places 
four  men  on  one  side  of  the  center  the  whole  defensive  line 
shifts  one-half  a  man  the  same  way.  This  shift  must  be  made 
quickly  or  the  attack  will  be  made  while  the  line  men  are  in 
motion  to  the  side.  The  dangerous  play  from  the  shift  is  off 
tackle,  so  the  line  men  should  expect  that  three-fourths  of  the 
plays  from  the  shift  will  be  aimed  at  tackle.  The  advantage 
gained  by  a  shift  is  one  of  two  kinds,  and  perhaps  both;  one 
advantage  comes  from  getting  the  jump  on  the  defense  and 
the  other  from  shifting  men  so  as  to  use  the  men  to  the  best 


Strategy     and     Tactics  223 

advantage  in  the  attack.  When  the  strength  of  the  attack  is 
shifted  to  one  side  the  fullback  on  defense  should  likewise  shift 
over  to  meet  the  attack.  When  offensive  takes  first  position  on 
a  shift  the  defensive  line  should  drop  back  a  yard  and  shift  up 
and  over  with  the  offense. 

Defense  for  Kick  Formation:  When  opponents  take  a 
kick  formation  the  quarter  should  drop  back  a  safe  distance 
to  insure  that  the  ball  will  not  be  kicked  over  his  head.  The 
fullback  likewise  drops  back  and  takes  a  position  about  ten 
yards  in  front  of  the  quarter  to  help  with  kicks  and  likewise  to 
guard  against  forward  passes  and  end  runs.  In  case  the  op- 
posing kicker  is  placing  his  kicks  well  to  the  side  it  may  be 
necessary  for  the  fullback  to  line  up  even  with  the  quarterback. 

As  the  ball  is  snapped  the  two  guards  and  center  work  to- 
gether to  get  one  man  through  to  block  the  kick  thus:  right 
guard  pulls  opposing  guard  to  right,  left  guard  pulls  opposing 
center  to  left,  and  center  charges  through.  The  tackles  watch 
for  bucks  and  runs,  but  at  the  same  time  watch  for  opportunity 
to  block  the  kicks.  The  ends  guard  against  end  runs  by  ccming 
in  straight  and  making  sure  that  the  runs  do  not  go  outside  of 
them.  They  likewise  should  watch  for  forward  passes. to  have 

Touching  Scrimmaging:  Since  it  is  not  advisable 
tackling  and  actual  blocking  on  the  drill-ground  for  soldiers 
dressed  in  the  service  uniform,  all  plays  should  be  executed 
in  what  is  known  as  touching  scrimmage.  In  this  the  offensive 
players  block  off  with  a  high  block  the  defensive  players, 
and  the  defensive  players  tag  the  man  with  the  ball.  This 
makes  possible  the  running  off  of  plays  without  injury 
or  torn  clothes,  and  still  permits  the  practice  of  the  strategy 
of  the  game. 

B— SWIMMING  AS  A  MILITARY  ACCOMPLISHMENT  * 

The  inability  to  swim  has  been  responsible  for  the  loss  of 
many  thousands  of  soldiers.  More  than  this,  lack  of  experience 
and  confidence  in  the  water  has  seriously  handicapped,  or 
caused  the  complete  failure  of,  attempted  maneuvers.  The 

*  Prepared  by  Mr.  Fred.  W.  Luehring. 


224  Mass     Physical     Training 

present  war,  with  its  U-boat  perils,  its  battles  over  streams, 
canals  and  flooded  areas  has  served  to  give  a  new  emphasis  to 
this  important  factor  in  military  training.  Literally  tens  of 
thousands  of  soldiers  have  lost  their  lives  in  the  recent  war 
alone  because  of  their  inability  to  handle  themselves  success- 
fully in  the  water,  due  to  their  ignorance  of  the  simplest 
methods  of  swimming. 

Most  soldiers  do  not  realize  that  it  is  really  easier  to  swim 
a  short  distance  in  full  equipment  than  it  is  without  equipment. 
For  this  reason  the  recruit  should  be  given  a  systematic  train- 
ing in  swimming  with  and  without  equipment  in  order  to  give 
him  the  confidence  which  comes  from  actual  experience  in  the 
water,  and  to  enable  him  to  ford  streams  or  to  save  himself 
from  drowning  in  water-filled  shell-holes. 

Under  service  conditions  the  soldier  is  not  likely  to  be  called 
upon  to  swim  long  distances;  nor  is  it  ever  necessary  for  him, 
under  ordinary  conditions,  to  take  the  water  by  diving.  If  he 
is  a  member  of  a  landing  party,  or  if  he  is  fording  a  stream,  and 
is  reasonably  skillful  in  handling  himself  in  the  water,  he  can 
get  ashore  without  wetting  his  rifle. 

It  is  therefore  strongly  recommended  that  just  as  soon  as  a 
soldier  has  acquired  an  elementary  knowledge  of  swimming,  he 
should  be  given  practice  in  swimming  with  a  gradually  increas- 
ing amount  of  equipment  until  he  is  able  to  negotiate  a  reason- 
able distance  in  the  water  without  becoming  exhausted  or 
without  having  spoiled  the  efficiency  of  his  equipment. 

Although  it  would  be  desirable  for  every  soldier  to  be  an 
expert  swimmer,  individual  difficulties  and  our  habits  of  life 
make  this  impossible.  A  most  valuable  beginning  may  be 
made,  however,  by  selecting  such  swimming  activities  for  the 
army  as  have  most  military  value.  Such  activities  should  in- 
clude (1)  a  good  working  knowledge  of  some  of  the  most  valu- 
able fundamental  strokes,  (2)  ability  to  swim  with  arms  or 
legs  only,  or  when  fully  dressed  and  carrying  full  equipment, 
(3)  a  fair  knowledge  of  the  fundamentals  of  self-defence  in  the 
water,  including  the  methods  of  rescuing  those  who  are  in  peril 
of  drowning,  and  (4)  at  least  an  elementary  experience  in  com- 


Strategy     and     Tactics  226 

petitive  swimming  activities  for  their  recreational  value. 
Speed-swimming  and  diving,  although  valuable  physical  ac- 
complishments, are  exceedingly  difficult  of  attainment,  and 
hence  cannot  be  accessible  for  the  average  soldier. 

Of  the  seven  generally  accepted  fundamental  strokes,  only 
three  have  real  military  value.  These  are  the  side  stroke,  the 
breast  stroke,  and  the  back  stroke.  These  are  also  the  strokes 
which  have  the  greatest  general  utility. 

The  side  stroke  is  undoubtedly  the  most  valuable  of  all 
swimming  strokes,  either  for  the  soldier  or  for  the  civilian.  It 
is  a  stroke  having  all-around  value.  It  is  the  stroke  best  suited 
to  swimming  with  full  equipment,  since  the  body  is  carried  in 
practically  a  floating  position,  which  makes  it  also  very  useful 
in  long-distance  swimming.  This  stroke  also  leaves  the  body 
but  little  exposed  if  under  fire,  the  upper  arm  being  free  to 
carry  the  piece,  while  the  head  is  protected  by  the  steel  helmet. 
It  is  valuable  for  life  saving,  in  the  side-carry  of  unconscious 
or  struggling  subjects.  It  is  the  fastest  of  the  strokes  having 
military  value,  and  forms  the  foundation  for  the  speed-swimming 
strokes.  The  side  stroke  has  practically  no  disadvantages,  the 
only  one  worth  mentioning  is  the  fact  that  the  head  must  be 
turned  slightly  in  order  to  get  one's  direction  in  going  forward. 
It  is  usually  easy,  however,  to  get  direction  from  the  side  or 
the  rear. 

The  breast  stroke  is  the  oldest  of  the  fundamental  strokes. 
It  is  useful  in  reconnaissance  or  when  one  is  unexpectedly  up- 
set in  deep  water,  since  its  position  is  the  one  most  naturally 
assumed  when  it  is  necessary  to  get  one's  bearing.  It  is  also 
useful  in  the  "tired  swimmer"  or  "cramp  carry"  in  life  saving, 
its  frog  kick  being  very  powerful.  The  chief  disadvantages 
of  the  breast  stroke  are,  first,  that  it  is  not  suited  to  swim- 
ming with  full  equipment,  since  the  equipment  disturbs  the 
swimmer's  balance  and  sinks  the  body  too  far  below  the 
surface;  second,  it  is  tiresome  because  the  head  must  be 
carried  too  high;  and  third,  that  too  much  of  the  body  is 
exposed  to  rifle  fire. 

In  the  back  stroke  the  body  is  maintained  in  the  easiest 

15 


226  Mass     Physical     Training 

floating  position.  This  is  the  best  stroke  for  tired  swimmers. 
Its  frog  kick  is  the  most  powerful  kick  for  towing  in  life  saving. 
It  is  also  good  for  swimming  with  full  equipment,  since  the  pack 
in  its  normal  position  on  the  back  adds  buoyancy  to  the  body. 
It  is  also  possible  for  the  soldier  in  this  position  to  use  the  legs 
only  in  case  of  cramps  in  the  arms  or  when  both  arms  must  be 
utilized  in  carrying  equipment.  The  pack  and  the  steel  helmet 
afford  some  protection  against  machine-gun  fire.  The  back 
stroke  position  is  the  most  useful  one  when  it  is  found  neces- 
sary to  divest  oneself  of  shoes,  clothing,  or  other  equipment 
preparatory  to  a  long  swim.  The  only  disadvantage  is  that  it 
is  difficult  to  get  direction,  since  this  must  be  secured  from  the 
rear  and  from  the  side. 

The  only  other  stroke,  if  it  may  be  called  such,  that  has 
military  value  is  an  elementary  type  of  crawl,  sometimes  called 
the  confidence  method  of  teaching  beginners.  The  chief  value 
of  the  elementary  crawl  consists  in  (1)  acquainting  the  soldier 
with  the  natural  buoyancy  of  his  body,  (2)  enabling  him  to 
master  the  fundamentals  of  correct  breathing,  and  (3)  giving 
him  confidence  and  familiarity  with  the  water.  The  elementary 
crawl  is  simple  in  application,  and  lends  itself  easily  to  mass 
methods  of  instruction.  By  means  of  it  large  numbers  have 
been  taught  to  swim  in  an  elementary  way  with  only  a  very 
few  lessons.  Having  served  this  purpose,  it  must  be  discarded 
for  the  other  more  fundamental  strokes,  since  it  is  useless  in 
swimming  with  full  equipment  or  for  life  saving. 

METHODS  OF  TEACHING  THESE  FUNDAMENTAL  STROKES 

Each  of  the  strokes  above  outlined  lends  itself  readily  to 
mass  methods  of  instruction,  which  are  necessary  when  large 
numbers  are  to  be  taught  in  a  short  space  of  time.  Each  stroke 
can  be  taught  first  by  drill  on  land  followed  by  drill  in  the 
water.  By  means  of  land  drills  large  bodies  of  men  may  be 
taught  by  a  single  instructor,  the  class  formations  being  such 
as  are  employed  in  other  forms  of  physical  drill.  Each  move- 
ment is  executed  by  a  word  of  command,  with  proper  timing 
coordinations. 


Strategy     and     Tactics  227 

Land  drills  are  found  to  be  of  immense  value  because  it  is 
manifestly  easier  for  the  pupil  to  grasp  the  correct  idea  when 
his  feet  are  on  dry  land  and  his  head  securely  out  of  the  water. 
Once  the  land  drill  is  mastered,  the  instruction  is  transferred 
to  the  water.  For  this  purpose  it  is  well  to  have  a  considerable 
space  of  water  not  more  than  three  and  one-half  or  four  feet 
deep.  The  unit  of  instruction  might  well  be  the  squad.  Each 
instructor  can  handle  two  squads  at  a  time  comfortably,  one 
squad  trying  the  movements  while  the  other  squad  follows 
along  as  assistants. 

It  is  well  in  teaching  the  land  drill  to  simplify  the  instruc- 
tion by  analysis,  as  follows:  (1)  execute  the  recovery  and 
stroke  with  one  arm  alone  giving  careful  attention  to  correct 
form,  (2)  ditto  for  the  other  arm,  (3)  the  same  using  both 
arms,  (4)  the  same  using  right  leg,  (5)  left  leg,  and  (6)  combina- 
tion of  arms  and  one  leg  simultaneously. 

LAND  DRILL  FOR  SIDE  STROKE 

Starting  Position:  The  position  of  attention  with  the  ex- 
ception that  right  (left)  arm  is  elevated  directly  upwards,  palm 
turned  outward. 

On  the  Command  of  i.  Recovery  of  under  arm.  The 
upper  arm  is  extended  sidewards  and  downwards,  being  slightly 
bent  at  the  elbow  until  it  reaches  the  side  at  the  thigh,  while 
the  lower  arm  is  raised  by  first  elevating  the  forearm  and  then 
extending  the  arm  forward  and  upward  to  a  point  of  comfort- 
able reach  just  above  the  face. 

2.  Stroke  of  Under  Arm:  In  this  movement  the  arms  are 
again  returned  to  the  starting  position,  the  arm  which  was 
originally  extended  being  returned  to  the  starting  position 
endwise  with  as  little  resistance  as  possible,  while  the  other 
arm  is  brought  downward  and  back  to  the  thigh  with  emphasis 
and  the  utmost  resistance.  In  the  land  drill  the  legs  are  exer- 
cised alternately,  the  body  being  maintained  on  one  foot  while 
the  other  participates  in  the  stroke.  For  example,  on  count 
of  (1)  (if  swimming  on  the  right  side)  the  upper  leg  assumes 
kneeling  position  with  the  knee  extended  forward,  and  on 


228  Mass     Physical     Training 

count  (2)  the  leg  is  first  fully  extended  with  toes  pointed  and 
then  vigorously  kicked  back  to  the  starting  position.  The 
right  or  under  leg  in  turn  is  employed  as  follows:  On  count 

(1)  on  recovery  the  leg  is  brought  to  a  backward  kneeling 
position.     On  count  (2)  or  stroke  the  leg  is  simultaneously 
extended  back,  the  toes  pointed,  and  the  entire  leg  vigorously 
kicked  forward  to  the  starting  position. 

It  is  best  to  teach  the  land  drill  by  using  (1)  right  arm  only, 

(2)  left  arm  only,  (3)  both  arms  simultaneously  and  (4)  both 
arms  and  one  leg  simultaneously,  repeating  recovery  and  stroke 
several  times  while  using  the  upper  leg,  and  then  repeating  the 
completed  movement  with  the  under  leg. 

A  land  drill  in  breathing  may  also  be  employed  by  giving 
the  command  (1)  inhale  (on  recovery)  and  (2)  exhale  (on  stroke) 
The  breathing  is  then  combined  first  with  the  completed  arm 
stroke,  and  finally  with  the  completed  arm  stroke,  including 
one  leg. 

LAND  DRILL  FOR  BREAST  STROKE 

Starting  Position:  Position  of  attention  with  both  arms 
raised  and  extended  forward  and  upward  at  an  angle  of  about 
45  degrees  from  the  vertical,  fingers  extended  together  and 
palms  pointing  downward. 

On  the  Command  i :  Bring  the  arms  vigorously  to  the  side 
and  fully  extended  on  a  line  with  the  shoulders,  and  on  count 
of  (2)  bend  the  arms  slowly  at  the  elbow,  bringing  the  hands 
to  a  position  just  below  the  chin  with  fingers  touching,  palms 
downward,  (3)  shoot  the  arms  vigorously  forward  to  the  origi- 
nal starting  position. 

The  leg  movements  come  in  on  counts  2  and  3.  In  the 
land  drill  only  one  leg  can  be  used  at  a  time.  The  instructor 
indicates  which  one  is  to  be  used.  For  example:  Land  drill 
for  breast  stroke,  using  right  leg.  On  command  (2)  the  right 
leg  is  bent  at  the  knee  and  elevated  to  the  side,  foot  depressed. 
On  count  (3)  the  leg  is  simultaneously  extended  outward  with 
toes  and  knee  straightened  and  vigorously  kicked  back  to  the 
original  starting  position.  The  leg  movement  should  be  exe- 


Strategy     and     Tactics  229 

cuted  with  the  knee  and  toes  turned  to  the  side.  The  resistance 
to  the  water  is  secured  by  the  sole  of  the  foot  and  the  back 
part  of  the  leg. 

LAND  DRILL  FOR  BACK  STROKE 

Starting  Position:    Position  of  attention. 

Count  i :  Bend  the  arms  at  the  elbow  and  bring  the  fore- 
arms upward  over  the  chest  in  an  overlapping  position  to  the 
height  of  the  shoulders,  hands  moving  sidewise  with  least  pos- 
sible resistance.  (2)  Arms  are  extended  fully  to  the  side  on  a 
line  with  the  shoulders,  palms  turned  toward  feet.  (3)  The 
arms  are  returned  vigorously  sideward  and  downward  to  the 
original  starting  position.  The  legs  execute  the  frog  kick,  the 
recovery  being  made  on  (2)  and  the  stroke  on  (3)  as  in  the 
breast  stroke.  Only  one  leg  stroke  can  be  practiced  at  a  time 
when  executing  this  land  drill  in  standing  position.  The  drill 
can  also  be  given  by  having  the  class  lying  on  their  backs  thus 
permitting  the  execution  of  the  completed  movement. 

THE  CONFIDENCE  METHOD 

No  land  drill  is  necessary  for  the  elementary  crawl  or  con- 
fidence method,  the  squad  being  at  once  taken  into  water  waist 
deep,  the  men  facing  the  shore.  The  work  is  divided  into  6 
successive  steps :  (1)  Submerge — the  object  being  to  familiarize 
the  individual  with  the  natural  buoyancy  of  his  body,  (2)  plunge 
forward,  face  downward,  keeping  eyes  open  under  water,  illus- 
trating ability  to  float  and  to  make  progress  in  the  water, 
(3)  plunge  forward,  face  downward,  and  kick,  keeping  eyes 
open,  and  (4)  plunge  forward  on  face  and  stroke  alternately 
with  the  arms,  (5)  plunge  forward,  kick  with  legs  and  stroke  with 
arms  simultaneously,  (6)  execute  with  correct  breathing. 

All  movements  are  executed  by  verbal  commands  or  by 
whistle.  Movement  No.  1:  On  command  1  take  a  deep 
breath  and  submerge  by  bending  the  knees  and  the  trunk, 
holding  the  breath  while  lying  in  the  water  face  downward. 
2.  Rise  and  exhale.  Repeat  the  exercise  exhaling  under 
water.  This  exercise  teaches  the  individual  that  he  will  not 
sink  while  his  lungs  are  filled  with  air.  Movement  No.  2 :  On 


230  Mass     Physical     Training 

command  1,  take  a  deep  breath  and  plunge  forward,  face  down- 
ward, holding  the  breath  and  with  arms  and  feet  fully  extended. 
Open  the  eyes  under  water,  in  order  to  see  the  progress  being 
made  and  to  gain  familiarity  with  the  water.  On  command  2, 
rise  and  exhale.  Repeat  the  exercise  exhaling  under  the  water 
before  the  command  "rise"  is  given.  Movement  No.  3:  Same 
as  No.  1,  with  the  addition  of  the  kick  of  the  legs,  which  should 
be  executed  from  the  hips  with  legs  straight  and  fully  extended, 
the  movement  being  a  succession  of  small  scissors.  Execute 
first  by  holding  the  breath,  and  second,  by  exhaling  under 
water.  On  command  1,  plunge  forward  and  kick  2.  Rise. 
Movement  4:  Plunge  and  stroke,  same  as  No.  2,  with  the 
addition  of  alternately  stroking  the  arms.  The  arm  movements 
are  executed  as  follows:  Starting  with  both  arms  fully  ex- 
tended, draw  the  left  arm  (right)  slowly  downward  and  back- 
ward, slightly  bent  at  the  elbow  until  it  reaches  a  position 
fully  extended  at  the  side.  The  recovery  is  executed  above 
the  surface  of  the  water  by  bending  the  arm  at  the  elbow  and 
elevating  the  arm  until  the  hand  clears  the  surface  of  the 
water,  after  which  it  is  advanced  sideward  and  forward  to  the 
original  starting  position.  Repeat  alternately  with  both  arms, 
first  while  holding  the  breath,  second  while  exhaling  under 
water.  Command  1,  plunge  and  stroke  with  the  arms.  Com- 
mand 2.  Rise.  Movement  No.  5 :  Plunge  and  kick  and  stroke 
with  arms ;  first  while  holding  the  breath,  second  while  exhaling. 
Command  1.  Plunge,  kick  and  stroke  with  arms.  2.  Rise. 
Movement  No.  6 :  Complete  movement  with  correct  breathing. 
Inhale  once  with  each  double  arm  stroke.  By  introducing  a 
slight  roll  of  the  body  from  side  to  side  slightly  move  to  one 
side  then  to  the  other,  and  turning  the  head  to  the  highest  side, 
the  mouth  will  be  above  water  at  regular  intervals.  Inhale 
through  the  mouth  on  the  recovery  of  the  upper  arm.  Exhale 
through  the  nose  under  water  on  the  stroke  of  the  upper  arm. 
As  indicated  above,  the  chief  value  of  the  elementary  crawl 
is  to  develop  confidence  and  familiarity  with  the  water,  and  to 
gain  at  least  an  elementary  swimming  ability.  This  stroke  is 
of  no  further  military  value  since  it  is  useless  for  life  saving  or 


Strategy     and     Tactics  231 

for  swimming  with  full  equipment,  and  at  the  best  is  valuable 
only  in  an  emergency  or  as  a  stepping  stone  in  the  process  of 
gaining  a  better  education  in  swimming. 

LIFE  SAVING 

After  learning  how  to  swim,  each  soldier  should  be  given 
some  fundamental  training  in  life  saving,  first  for  self  protection, 
and  second,  to  enable  him  to  rescue  others.  This  instruction 
should  take  the  form  of  (1)  treading  water,  ability  to  swim 
with  legs  or  arms  only,  methods  of  breaking  typical  drowning 
holds;  (2)  methods  of  towing  helpers  or  struggling  persons  in 
deep  water;  (3)  resuscitation  and  after-treatment  of  the  ap- 
parently drowned. 

Breaks:  Numerous  breaks  of  so-called  death  grips  have 
been  invented.  It  would  take  too  much  time  to  familiarize 
each  soldier  with  all  of  them.  It  is  relatively  easy,  however, 
to  teach  a  few  breaks  which  are  typical  and  generally  useful. 
These  should  include  (1)  the  wrist  holds,  executed  upwards 
and  downwards,  (2)  the  front  strangle,  and  (3)  the  back 
strangle.  Each  of  these  breaks  can  be  practiced  in  drill  first  on 
land;  second,  while  standing  in  the  water;  and  third,  while 
swimming  or  floating  in  deep  water.  Although  it  is  possible 
and  desirable  to  teach  the  typical  breaks  for  drowning  holds 
on  land  and  in  shallow  water,  it  is  unwise  to  try  to  execute 
them  in  deep  water  until  the  subjects  are  able  to  tread  water 
and  to  swim  at  least  fairly  well. 

Land  Drill  for  Breaks:  Class  Formation.  (1)  Each  in- 
structor should  have  his  men  drawn  up  in  two  ranks.  Have 
the  front  rank  "about-face,"  so  that  number  one  of  the  front 
rank  and  number  one  of  the  rear  rank  would  engage  each 
other,  etc.  The  break  for  each  wrist  hold  should  be  practiced 
several  times  downwards  and  several  times  upwards,  first 
with  the  front  rank  acting  as  subject  and  the  rear  rank  as 
rescuers,  and  then  vice  versa. 

Wrist  Hold  Downward:  Commands.  Front  rank  rescuer, 
rear  rank  subject.  Count  1.  Front  rank  assumes  position 
with  forearms  vertical  with  arms  extended  slightly  forward. 


232  Mass     Physical     Training 

2.  Rear  rank  grasp  wrists  of  front  rank.  3.  Front  rank  break 
hold  by  jerking  arms  downward,  inward  (against  opponent's 
thumbs)  and  backward  with  utmost  snap  and  vigor.  Repeat 
with  rear  rank  as  rescuer. 

Wrist  Hold  Upward:  Front  rank  rescuers.  Command  1. 
Front  rank  hold  arms  extended  downwards  and  slightly  for- 
ward towards  rear  rank  at  angle  of  about  45  degrees  from  ver- 
tical. 2.  Rear  rank  grasps  wrists  of  front  rank.  3.  Front  rank 
jerk  hands  inward  (against  thumbs)  upwards,  and  backwards, 
with  utmost  vigor  and  energy.  Repeat  several  times  and  then 
reverse,  rear  rank  acting  as  subjects,  and  front  rank  as  rescuers. 

Front  Strangle:  Front  rank  acting  as  rescuers,  and  rear 
rank  as  subjects.  Command  1.  Rear  rank  grasps  front  rank 
tightly  around  neck  with  both  arms  pinning  opponents  tightly 
to  their  chests.  2.  Front  rank  place  left  hand  on  the  small  of 
opponent's  back  and  right  hand  around  and  outside  the  op- 
ponent's arms  with  heel  of  the  hand  against  opponent's  chin, 
fingers  clasping  his  nose  and  shutting  off  his  breath.  3.  Pull 
with  the  left  hand  and  push  with  the  right  hand  with  sufficient 
emphasis  and  energy  to  break  hold.  Care  must  be  used  in 
practice,  for  opponent  might  be  seriously  injured  by  too  vigor- 
ous methods. 

Back  Strangle :  Front  rank  about  face.  Front  rank  acting 
as  rescuers,  and  rear  rank  as  subjects.  Command  1.  Rear 
rank  clasp  opponents  around  the  neck  with  both  arms.  2. 
Front  rank  grasp  small  finger  or  thumb  of  opponent's  upper 
hand  with  corresponding  hand,  namely  left  hand  grasps  left 
and  right  hand,  right.  3.  Peel  off  upper  arm  vigorously.  4. 
Swing  hips  sharply  outward  turning  body  towards  opponent's 
free  hand  and  placing  both  hands  against  opponent's  chest. 
5.  Push  opponent  away  vigorously,  at  the  same  time  ducking 
your  head  downward  and  outward  so  that  your  head  will  slip 
out  under  the  arm  pit  of  opponent's  arm. 

CARRIES 

The  carries  which  are  most  valuable  for  a  soldier  are  the 
tired  swimmer  or  cramp  carry,  and  the  struggling  or  uncon- 


Strategy     and     Tactics  233 

scious  subject  carry.  The  tired  swimmer  or  cramp  carry  is 
executed  as  follows:  The  rescuer  swims  with  breast  stroke. 
The  tired  swimmer  takes  the  position  of  floating  on  the  back 
and  places  the  hands  with  arms  fully  extended  on  the  oppon- 
ent's shoulders,  one  on  each  side  of  his  head,  the  subject's  legs 
trailing  on  each  side  of  the  rescuer's  waist.  Subject  should 
keep  arms  fully  extended,  chest  high  and  body  straight  at  hips. 

Struggling  or  unconscious  subjects  carry  is  executed  as 
follows :  The  rescuer  swims  with  side  stroke,  using  the  upper 
arm  to  carry  the  subject.  The  subject  is  carried  on  his  back, 
the  rescuer's  upper  elbow  being  crooked  around  the  subject's 
chin  (not  the  throat,  as  this  would  strangle  the  subject).  The 
subject  should  be  carried  directly  on  the  rescuer's  side.  The 
rescuer  must  keep  constant  lookout  to  see  that  the  subject's  nose 
and  mouth  are  constantly  kept  above  the  surface  of  the  water. 

Where  conditions  are  favorable  very  valuable  practice  and 
experience  can  be  gained  in  swimming  activities  through  the 
use  of  competitions  where  platoons  or  companies  in  full  service 
equipment  swim  ashore  from  floats,  or  ford  streams  and  deploy 
at  a  certain  point  in  skirmish  formation  ready  for  action. 
Competitions  of  this  sort  are  so  valuable  in  the  training  of  the 
soldier  that  commanding  officers  will  recognize  the  desirability 
of  encouraging  various  contests  of  this  sort  among  the  units  of 
their  command. 

C— THE  STRATEGY  AND  TACTICS  OF  BASEBALL* 

It  is  to  be  distinctly  kept  in  mind  that  the  baseball  instruc- 
tions which  follow  are  written  for  amateur  ball  players,  not  for 
professionals.  The  game  of  baseball,  as  played  by  men  of 
ordinary  ability,  differs  considerably  from  that  played  by  the 
best  professionals,  because  the  opposition  in  each  case  is  dif- 
ferent. It  is  much  easier  to  steal  bases  in  the  amateur  game, 
because  the  opposing  pitcher  is  usually  not  adept  at  holding 
base  runners  close  to  the  bases,  and  the  catcher  cannot  throw 
so  well.  These  instructions  are  written  for  the  grade  of  ball 
players  which  will  be  found  on  army  teams. 

*  Prepared  by  Mr.  George  Huff. 


234  Mass     Physical     Training 

MASS  BASEBALL 

Large  numbers  of  men  can  be  given  the  advantage  of  base- 
ball practice  in  a  comparatively  small  space  in  the  following 
ways : 

Infield  Practice:  A  man  should  bat  grounders,  while  an- 
other man,  to  be  called  the  first  baseman,  should  stand  within 
ten  feet  of  the  batter.  This  man  should  have  a  base  so  that  he 
can  practice  the  foot  work  that  is  used  by  a  first  baseman. 
The  fielders  should  be  lined  up  by  squads  of  from  five  to  ten 
men  one  hundred  and  ten  feet  away  from  the  batter.  The 
man  on  the  left  of  the  squad  should  advance  ten  feet  and  the 
batter  should  hit  a  ground  ball.  The  man  should  try  for  the 
grounder,  wherever  it  goes,  and  as  soon  as  he  gets  it  he  should 
throw  it  back  to  the  first  baseman.  The  man  then  takes  his 
place  on  the  right  of  the  line,  and  the  man  on  the  left  takes 
his  place. 

Outfielding:  This  is  done  in  the  same  manner  as  done  for 
the  infielders,  except  that  the  ball  is  batted  on  the  fly,  and  that 
the  squad  be  two  or  three  hundred  feet  from  the  batter.  It  is 
imperative  in  this  practice  that  each  man  takes  his  turn  and 
tries  for  the  ball  wherever  it  goes.  In  outfielder  practice,  one 
man  should  be  stationed  halfway  between  the  batter  and  the 
outfielders  to  relay  the  throws.  It  is  too  hard  on  the  arm  to 
throw  the  ball  the  entire  distance  each  time. 

Bunting:  A  squad  of  from  five  to  ten  men  should  stand 
in  a  line.  One  man  with  a  bat  stands  twenty-five  feet 
from  the  center  of  the  squad.  The  ball  is  tossed  to  the 
batter,  who  hits  it  with  moderate  speed  along  the  ground 
back  to  any  one  of  the  line,  who  returns  it  to  the  batter.  This 
practice  is  valuable  in  teaching  the  batter  to  watch  the 
ball,  and  in  giving  fielders  practice  in  quick  handling  of  the 
ball  andfinjstooping. 

Batting  and  Pitching  Practice:  If  there  is  sufficient  room 
on  the  field,  a  squad  may  be  detailed  to  bat  against  those  who 
are  moderately  proficient  in  pitching.  If  room  is  limited  and 
there  is  danger  of  hitting  other  players,  a  play-ground  ball 
may  be  used. 


Strategy     and     Tactics  235 

PICKING  THE  TEAM 

In  selecting  candidates  for  a  baseball  team,  there  are  three 
qualities  of  prime  importance  to  be  considered:  nerve  or  cour- 
age, brains,  and  physical  ability. 

A  team  must  have  a  pitcher,  for  a  pitcher  is  half  of  the  team, 
and  in  the  estimation  of  many  the  pitcher  is  seventy-five  per 
cent  of  the  team.  With  a  poor  pitching  staff,  the  pitchers 
should  receive  attention,  even  to  the  detriment  of  the  remainder 
of  the  team,  if  necessary.  Try  out  all  possible  candidates  who 
show  any  signs  whatever  of  being  able  to  pitch;  some  of  them 
will  prove  a  surprise  at  times. 

Second  in  importance  to  the  pitcher  is  the  catcher.  He 
should  have  a  good  arm,  a  good  head,  and  should  be  brim  full 
of  pepper.  He  should  be  the  liveliest  man  on  the  team.  All 
the  remainder  of  the  team  is  facing  him;  their  attention  is 
drawn  to  every  move  that  he  makes.  He  faces  them  all,  and  if 
he  is  full  of  ginger  and  life  his  actions  will  prove  infectious  to 
the  remaining  players,  and  soon  the  whole  team  will  be  on  its 
toes  playing  at  top  speed.  On  the  other  hand,  a  slow  catcher 
who  moves  about  like  an  ice  wagon  and  seems  half  dead,  will 
soon  have  the  other  players  dragged  down  to  his  level,  and  the 
go  and  dash  of  the  team  will  be  killed. 

Shortstop  and  second  base  are  important  positions.  These 
two  positions  average  about  eight  chances  per  game  apiece. 

Third  base  is,  perhaps,  the  most  difficult  of  the  infield 
positions.  This  position  averages  four  chances  per  game. 

Among  other  qualities,  the  height  is  a  desirable  one  in  a 
first  baseman. 

In  baseball  the  men  need  encouragement  more  than  in 
any  other  sport.  They  cannot  be  driven  as  is  done  in  football. 
Therein  lies  the  fact  that  many  good  football  coaches  make 
poor  baseball  coaches  and  vice  versa.  The  men  must  be  taken 
along  easily  in  baseball.  Keep  a  watchful  eye  on  the  veteran 
players  on  the  team.  They  are  usually  the  men  who  deliver 
the  worst  brand  of  ball.  The  old  men  who  have  played  the 
previous  years  are  often  tempted  to  rest  upon  their  laurels  and 
do  not  play  up  to  form.  They  regard  their  places  as  secure 


236  Mass     Physical     Training 

and  do  not  deliver  the  best  that  is  in  them.  To  offset  that 
tendency  give  new  men  the  preference.  That  will  wake  up 
the  old  men  and  get  them  to  thinking  and  also  to  playing, 
for  their  lives  depend  upon  it. 

THROWING 

As  a  general  thing,  ball  players  throw  too  much  and  too 
hard  in  practice.  Half  of  the  candidates  who  appear  for  a 
team  have  dead  arms  as  the  result  of  too  hard  or  too  long 
periods  of  throwing.  The  players  should  always  take  care  to 
warm  up  well  before  they  do  any  hard  throwing. 

The  overhand  throw  is  stronger  and  more  accurate  than 
the  side  arm  or  underhand  throw.  The  overhand  throw  is 
made  by  holding  the  ball  with  the  two  first  fingers  and  letting 
the  ball  go  over  the  ends  of  the  fingers.  The  hand  starts  behind 
the  head  and  is  brought  straight  over.  As  the  right  hand  is 
brought  back  preparatory  to  making  the  throw,  the  left  foot 
is  brought  forward. 

The  outfielders  should  always  use  the  overhand  throw,  and 
the  catcher  uses  it  in  throwing  to  the  bases,  except  sometimes 
on  bunted  balls.  The  shortstop  uses  the  underhand  throw  to 
second  on  short  throws  and  after  fielding  slow  hit  grounders. 
The  third  baseman  uses  the  underhand  throw  on  bunts  and 
slow  hit  grounders. 

The  second  baseman  is  in  a  class  by  himself  when  it  comes 
to  throwing.  He  uses  overhand,  side  arm  and  underhand  as 
the  case  may  require  or  as  conditions  make  it  necessary. 

FIELDING  GROUND  BALLS 

The  first  thing  to  do  in  learning  to  field  ground  balls  properly 
is  to  get  into  correct  position  before  the  ball  is  hit,  a  position 
which  will  enable  you  to  start  quickly  in  any  direction.  Take 
a  stooping  position,  with  the  weight  resting  on  the  balls  of  the 
feet.  Literally,  the  ball  player  should  always  be  on  his  toes. 
The  feet  should  be  from  twelve  to  eighteen  inches  apart,  the 
knees  bent,  the  hands  on  the  knees  and  the  eyes  on  the  batter. 
As  soon  as  the  ball  is  hit  the  first  consideration  should  be  to  get 


Strategy     and     Tactics  237 

the  body  directly  in  front  of  the  ball.  Do  not  handle  the  ball 
off  to  one  side,  it  should  be  in  front  of  the  middle  line  of 
your  body. 

When  it  reaches  you,  keep  the  feet  together,  or  at  any  rate 
not  over  one  foot  apart,  directly  in  front  of  the  ball.  Do  not 
get  into  the  habit  of  having  one  foot  advanced  in  front  of  the 
other.  Many  players  pick  up  ground  balls  with  the  right  foot 
advanced  in  front  of  the  left,  believing  that  in  this  position  they 
can  throw  more  quickly.  This  is  a  fallacious  notion,  because 
at  the  time  you  are  raising  your  arm  to  throw,  the  left  foot 
may  be  advanced  and,  by  the  time  the  arm  is  in  position  the 
feet  are  properly  set.  It  can  be  noticed  that  the  players  who 
play  with  one  foot  advanced  are  nearly  always  uncertain.  This 
is  caused  by  their  trying  to  throw  the  ball  before  they  get  it. 
Put  this  down  as  a  maxim :  Do  not  have  one  foot  in  advance 
of  the  other. 

In  stooping  to  pick  up  a  ground  ball,  the  knees  should  be 
bent  forward  and  spread  apart.  The  bend  should  be  dis- 
tributed equally  between  the  knees  and  the  waist.  The  body 
should  bend  forward  at  the  hips.  Do  not  make  the  mistake  of 
keeping  the  feet  apart  and  bending  one  knee  inward,  knock- 
kneed  fashion.  The  head  should  be  bent  forward  slightly.  The 
hands  should  be  kept  very  close  to  the  body.  Do  not  reach 
forward  for  the  ball.  Let  it  come  to  you.  The  fingers  should 
be  extended  straight  down,  the  outside  of  the  hands  touching 
together  the  entire  distance.  This  may  be  an  awkward  position 
for  anyone  who  is  not  used  to  it,  but  a  little  practice  will  show 
that  it  is  the  easiest  and  surest  way  to  hold  the  hands. 

Watch  the  Ball:  Now  that  you  are  properly  set  for  the 
grounder,  you  are  ready  for  the  two  great  fundamentals,  the 
two  things  of  utmost  importance. 

The  first  and  most  important  is  to  watch  the  ball.  It  should 
be  watched  intently  from  the  time  it  leaves  the  bat  until  it  is  in 
the  fielder's  hands.  Very  few  infielders  realize  the  importance 
of  watching  it  closely  enough.  Most  of  them  watch  the  ball 
until  it  is  within  about  fifteen  feet  of  them  and  then  lose  sight 
of  it.  There  is  nothing  in  baseball  which  will  pay  dividends 


238  Mass     Physical     Training 

so  much  as  keeping  constantly  in  mind,  whether  in  the  field  or 
at  bat,  "Watch  the  ball."  There  are  some  infielders  who  do 
reasonably  well  on  easy  bounces  and  where  the  ball  bounces 
true,  but  who  fail  miserably  when  the  ball  takes  a  false  bound. 
Other  infielders  who  get  most  of  the  bad  bounces  watch  the 
ball  until  it  is  right  in  their  hands.  This  fortunately  is  a  very 
simple  thing,  but  the  player  finds  that  it  takes  his  utmost  con- 
centration to  do  it  always.  Watching  the  ball  is  probably  the 
biggest  essential  in  handling  grounders. 

The  second  fundamental  is  to  keep  the  body  very  close  to 
the  ground.  You  will  not  make  a  mistake  in  keeping  the  body 
too  low  to  the  ground.  Many  infielders  are  not  successful 
because  they  are  scarcely  ever  low  enough.  Do  not  play  as  if 
you  had  a  ramrod  in  your  backbone.  Bend  your  back,  get 
down,  keep  very  low. 

Another  important  matter  is  to  advance  on  all  slowly  hit 
balls.  Do  not  wait  for  the  ball,  go  forward  to  meet  it  unless  it  is 
sharply  hit.  This  does  not  mean  that  you  should  handle  the 
ball  on  the  run,  but  that  you  should  take  a  few  steps  forward, 
depending  on  the  speed  of  the  ball,  then  stop  and  take  your 
correct  position.  You  should  be  stationary  when  the  ball 
reaches  you  unless  the  ball  be  coming  very  slowly,  in  which 
case  handle  it  on  the  run,  using  the  underhand  throw.  Always 
try  to  get  the  ball  on  an  easy  bound.  The  easy  ball  to  handle 
is  the  one  secured  on  a  pick  up,  just  as  it  leaves  the  ground,  or 
when  it  is  at  its  greatest  height  on  a  long  bound.  But  above 
all,  watch  the  ball. 

PITCHING 

The  selection  of  a  pitcher  is  a  difficult  task.  A  pitcher  can- 
not be  judged  until  he  works  in  a  game.  Men  who  look  good 
in  practice  will  blow  up  competely  in  a  game,  while  other  men 
who  look  like  dubs  in  practice  will  turn  out  to  be  good  pitchers. 
Some  men  who  have  practically  no  curves  and  not  much 
speed  can  outpitch  men  who  have  a  dazzling  array  of  "stuff." 

The  requisites  for  a  good  pitcher  are:  Nerve,  Control,  and 
Good  Judgment. 

Nerve:   One   failure   in   a   game   should   not   condemn   a 


Strategy     and     Tactics  239 

pitcher  even  though  he  explodes  completely.  He  will  often 
acquire  confidence  as  he  goes  along.  Rather  encourage  such 
men  instead  of  censuring  them.  Timid  men  must  have  encour- 
agement. Such  a  man  can  often  stand  adverse  criticism  from  a 
crowd  when  he  knows  his  own  coach  and  his  teammates  are 
with  him.  All  baseball  men  need  encouragement  even  more 
than  men  in  any  other  sport.  The  "swellhead"  should  be 
tramped  on  repeatedly  and  hard,  for  nothing  else  will  cure  him 
so  effectively  and  quickly  as  a  good  "walking  on." 

Control:  No  pitcher  can  hope  to  pitch  effectively  without 
it.  If  there  is  not  much  choice  between  pitchers  choose  the 
man  who  has  fair  control  and  try  in  various  ways  to  improve 
it.  One  of  the  best  ways  to  secure  control  is  to  try  for  it  while 
warming  up.  The  pitcher  should  aim  at  a  certain  mark  each 
time  he  throws  the  ball  and  not  deliver  it  aimlessly.  It  is  best 
for  the  catcher  to  hold  his  mitt  in  various  positions  and  let  the 
pitcher  throw  to  it.  Have  someone  stand  behind  the  pitcher 
and  direct  him  to  throw  at  certain  places  and  heights.  Earnest, 
persistent  practice  is  the  only  way  in  which  any  pitcher  can 
secure  control. 

One  other  factor  in  securing  control  consists  in  the  pitcher 
gripping  the  ball  in  the  same  manner  with  respect  to  the  seams 
every  time  he  throws  the  same  kind  of  ball,  be  it  curve  or  not. 
If  he  throws  a  fast  ball,  the  fingers  should  be  over  the  seam  in 
the  same  manner  each  time.  If  he  throws  a  curve  ball  the 
fingers  should  be  along  the  seam  in  the  same  manner  each  time 
he  throws  that  particular  curve. 

Overhand  pitching  is  easier  to  control  than  side-arm  or 
underhand  pitching.  Pitchers  using  the  latter  methods  are 
usually  wilder  than  one  who  uses  overhand  delivery.  One 
style  of  delivery  is  enough  for  any  pitcher.  If  a  pitcher's  style 
of  delivery  is  not  good  and  he  can  change  it  easily,  it  is  better  to 
change  it,  but  if  he  does  not  change  readily,  then  leave  him 
alone.  If  he  has  a  good  assortment  of  curves  and  can  control 
them  with  his  style  of  delivery,  leave  him  alone. 

A  change  of  pace  is  a  valuable  asset  to  any  pitcher.  Change 
of  pace  is  most  effective  against  a  batter.  Fast,  slow  and  curve 


240  Mass     Physical     Training 

balls  constitute  a  change  of  pace,  but  to  deliver  these  at  vary- 
ing speeds  is  better.  That  is,  have  an  extremely  fast  ball 
which  is  thrown  with  all  the  speed  possible  and  have  another 
fast  ball  that  is  not  thrown  quite  so  hard.  And  so  on  with  the 
slow  and  curve  balls. 

A  fast  ball  is  good  when  straight,  but  a  fast  one  with  a  jump 
or  shoot  upon  it  is  much  better.  A  jump  on  the  fast  one  is 
difficult  to  obtain,  and  is  not  possible  for  many  pitchers.  If  this 
jump  or  shoot  does  not  come  in  holding  the  ball  in  the  usual 
manner,  then  experiment  by  changing  slightly  the  position  of 
the  thumb  and  fingers. 

The  straight  ball  is  thrown  by  gripping  the  ball  with  the 
first  two  fingers  over  a  seam  and  the  thumb  on  a  smooth  place 
and  delivering  it  straight  overhand,  letting  the  ball  leave  the 
hand  over  the  ends  of  the  two  fingers.  The  fingers  over  the 
seam  will  give  the  rotary  motion.  If  the  jump  or  shoot  does 
not  come  on  the  ball  when  held  in  this  manner,  then  try  moving 
the  thumb  toward  the  little  finger.  Also  try  letting  the  ball  go 
out  between  the  second  and  third  fingers  when  the  delivery 
is  made. 

Some  pitchers  throw  an  out  curve  by  "thumbing  the  ball." 
That  is,  the  thumb  is  pulled  down  almost  even  with  the  palm 
of  the  hand,  and  when  the  delivery  is  made  the  ball  rolls  out 
over  the  thumb.  A  better  method,  and  one  which  makes  it 
hard  to  distinguish  the  kind  of  ball  that  is  coming,  is  to  grip 
the  ball  in  the  same  way  that  the  fast  ball  is  thrown  and  let 
the  ball  leave  the  hand  by  rolling  over  the  first  finger  at  the 
side.  A  wide  side-arm  movement  will  give  the  old-time  round- 
house curve.  If  the  delivery  is  made  with  the  arm  a  little 
higher  up,  it  will  give  an  out  drop.  If  the  arm  is  brought 
straight  over  it  will  give  the  straight  drop,  which  is  better  than 
the  out-drop.  In  the  delivery  it  is  necessary  to  get  the  snap  of 
the  forearm  and  wrist  at  the  finish.  Grip  the  ball  moderately 
hard.  Another  method  of  throwing  a  curve  ball  is  with  palm 
up  and  letting  the  ball  go  over  the  ends  of  the  fingers. 

One  method  of  throwing  the  slow  ball  is  to  grip  the  ball  with 
the  little  finger  and  thumb,  keeping  the  other  fingers  curved 


Strategy     and     Tactics  241 

close  to  the  ball,  but  not  gripping  it.  The  trouble  with  this 
method  is  that  it  is  very  difficult  to  conceal  the  three  fingers 
which  are  not  gripping  the  ball.  If  they  stick  up  they  will 
betray  to  the  batter  what  is  coming.  A  better  method  is  to 
grip  the  ball  about  the  same  way  that  it  is  gripped  in  throwing 
the  fast  ball,  but  the  grip  is  only  a  half  grip,  for  nearly  half  of  the 
ball  should  be  outside  the  first  finger  and  thumb.  In  delivering, 
the  ball  leaves  the  hand  when  the  thumb  and  first  finger  are 
parallel  and  the  palm  vertical  to  the  plane  of  the  ground.  The 
hand  precedes  the  ball  in  the  throw. 

The  spit  ball  is  thrown  by  holding  the  thumb  on  a  seam 
underneath  and  the  two  first  fingers  on  a  wet  spot  on  a  smooth 
part  of  the  ball.  The  ball  gets  the  rotary  motion  from 
the  thumb. 

The  pitcher  should  be  a  good  fielder.  He  will  field  on  an 
average  about  as  many  balls  as  the  other  infielders.  He  should 
practice  fielding  just  as  much  as  they  do.  Put  him  on  the 
field  and  hit  the  ball  to  him  in  his  turn  when  the  other  men 
are  fielding.  Also  let  him  practice  covering  first  base.  Have 
him  toss  the  ball  to  a  batter  who  stands  about  twenty  feet 
away  and  have  batter  bunt  balls  back  to  the  pitcher  who 
fields  them.  This  will  give  him  lots  of  practice  on  ground 
balls,  and  will  make  him  quick  and  active  in  getting  hold  of 
the  ball. 

The  pitcher  should  be  able  to  hold  base  runners  close  to  the 
bags,  especially  first  and  second  where  there  is  danger  of  a 
man  stealing.  Often  the  catcher  gets  the  blame  for  letting  a 
man  steal  when  the  pitcher  permitted  the  runner  to  get  such 
a  lead  that  no  catcher  could  throw  him  out.  To  hold  men  up 
closely  on  the  bases  he  must  be  able  to  get  the  ball  away  quickly 
and  cleanly.  A  common  fault  with  pitchers  is  that  they  raise 
the  front  foot  too  soon,  when  about  to  pitch,  and  thus  allow 
the  runner  to  get  a  good  start.  A  pitcher  should  be  careful  not 
to  lean  too  far  forward  and  then  have  to  bring  his  body  back 
before  he  can  pitch.  This,  if  done,  will  aid  a  base  runner  in 
stealing.  The  pitcher  himself  should  watch  the  first  runner. 
If  the  pitcher  is  a  quick  acting  man  he  can  jump  into  throwing 

16 


242  Mass     Physical     Training 

position,  at  the  same  time  drawing  back  his  throwing  arm  and 
shooting  the  ball  quickly  to  first. 

The  pitcher  watches  the  shortstop  who  signals  when  he 
wishes  to  try  to  catch  the  runner.  The  throw  is  a  hard  one  to 
take.  The  pitcher  and  shortstop  must  practice  much  in  order 
to  get  the  throw  properly  timed.  Constant  rehearsal  is  nec- 
essary. The  pitcher  turns  toward  the  shortstop  so  that  he  can 
have  his  eyes  upon  him  all  the  time  and  makes  an  underhand 
throw  a  foot  or  two  to  the  left  of  the  bag.  The  throw  must  not 
be  too  hard.  This  is  all  important. 

The  pitcher  must  always  back  up  the  bases.  He  will  often 
save  his  own  game  by  backing  up  plays.  Keep  after  him  on 
this  point  and  also  the  other  men.  As  soon  as  the  ball  is  hit,  he 
should  get  into  action.  As  a  rule  the  man  backing  up  gets  too 
close.  He  should  be  back  thirty  feet  or  more  to  be  effective; 
otherwise  an  overthrow  or  a  deflected  ball  will  get  away  from 
him.  When  the  ball  is  hit  to  the  right  side  of  the  diamond,  he 
should  always  start  toward  first  base  so  as  to  be  in  position  to 
cover  it  if  necessary  or  to  back  up  or  recover  dropped  balls. 

The  pitcher  must  be  the  best  conditioned  man  on  the  team. 
If  he  is  not  in  good  condition,  a  two-bagger  or  more  will  often 
ruin  him.  After  a  hard  run  on  the  bases,  he  will  go  to  the  mound 
trembling  and  puffing  from  his  exertion  and  take  a  good 
drubbing  as  a  result.  Give  him  an  hour's  practice  in  fielding 
bunts  and  give  him  some  distance  runs. 

The  amount  of  actual  pitching  which  a  man  should  do 
varies  with  the  man.  Some  men  can  stand  much  more  than 
others.  A  weak  man  cannot  do  much.  The  average  pitcher 
will  pitch  too  much  in  warming  up  for  a  game.  Fifteen  minutes 
warming  up  is  enough  for  any  pitcher.  He  should  start  in 
easy  and  come  up  to  three-quarter  speed  gradually,  till  just 
before  he  is  ready  to  take  the  mound  he  can  deliver  ten  to 
twelve  balls  at  top  speed. 

For  the  reason  that  he  should  learn  the  direction  and 
velocity  of  the  wind,  a  pitcher  warming  up  for  a  game  should 
pitch  in  the  same  direction  that  he  will  pitch  during  the  game. 
This  will  aid  his  control. 


Strategy     and     Tactics  243 

CATCHING 

The  catcher  should  stand  with  his  feet  well  under  his  body, 
fairly  close  together,  knees  bent,  and  standing  up  on  the  balls 
of  his  feet.  He  must  not  sag  down  on  his  heels,  else  he  is  in  a 
poor  position  to  start  quickly.  His  crouch  should  be  low,  for 
it  will  be  easier  to  come  up  to  catch  a  high  ball,  than  to  get 
down  to  a  low  one.  The  catcher  should  be  relaxed  at  all  times, 
with  his  fingers  either  straight  up  or  straight  down,  so  as  not 
to  get  them  broken.  In  catching  with  the  fingers  up  or  down, 
the  ball  will  bend  them,  but  will  not  break  them.  Get  behind 
the  ball  every  time,  for  nine-tenths  of  the  passed  balls  are  caused 
by  the  catcher  reaching  for  them,  instead  of  moving  for  them. 
Getting  behind  the  ball  in  a  crouching  position  with  the  feet 
moderately  close  together,  puts  the  catcher  in  a  much  better 
position  to  throw.  In  throwing,  simply  take  a  step  forward 
with  the  left  foot  and  throw.  Avoid  making  two  steps.  Try 
to  bring  your  body  around  in  a  position  to  throw  at  the  same 
time  that  you  are  catching  the  ball.  It  is  a  little  awkward  at 
first,  but  with  a  little  practice,  it  is  easy  enough  to  do. 

The  catcher  should  crowd  the  batter;  in  other  words,  keep 
right  up  under  him,  just  close  enough  to  keep  out  of  the  way  of 
the  bat.  The  only  exception  to  this  is  when  there  is  a  man  on 
second  and  there  is  a  possibility  of  a  .steal  and  a  consequent 
throw  to  third;  then  the  catcher  should  move  back  a  little,  so 
that  he  will  not  have  to  throw  over  the  batter's  head.  Other- 
wise keep  up  as  close  to  the  batter  as  possible,  the  closer  the 
better.  In  going  after  foul  balls,  acquire  the  habit  of  throwing 
off  the  mask  as  quickly  as  possible  and  start  running,  even  if 
you  do  not  know  where  the  ball  is  going,  for  in  this  way  you 
will  get  many  foul  balls  that  you  would  not  otherwise  catch. 
Judging  a  foul  ball  is  difficult,  because  the  cut  imparted  by  the 
bat  makes  the  ball  curve  as  it  comes  down.  It  should  be 
remembered,  however,  that  this  curve  always  takes  the  same 
direction,  unless  interfered  with  by  the  wind.  The  foul  ball 
always  curves  in  the  general  direction  of  the  pitcher. 

Try  at  all  times  to  conceal  the  signals  from  the  other  side. 


244  Mass     Physical     Training 

The  best  way  is  to  get  down  in  a  crouching  position,  cover  the 
signals  with  the  glove,  and  keep  them  back  in  between  the  legs. 

In  receiving  a  throw  at  the  plate,  stand  sideways  half  way 
across  the  line,  for  by  standing  ahead  of  the  plate  there  is  too 
much  danger  of  the  runner  sliding  back  of  you. 

Perhaps  the  greatest  asset  of  the  catcher  is  that  of  working 
the  pitcher.  Some  pitchers  have  good  judgment,  but  as  a  rule, 
the  catcher  works  the  pitcher.  When  the  pitcher  fields  a  bunt, 
tell  him  where  to  throw  it.  And,  above  all,  do  not  let  your 
pitcher  work  too  rapidly.  No  matter  how  much  he  is  told 
about  taking  a  lot  of  time,  he  will  invariably  work  too  rapidly, 
so  it  is  the  catcher's  duty  to  keep  him  in  check  and  hold  him 
steady.  Especially  when  the  team  is  going  badly  and  the 
pitcher  is  going  badly  is  the  time  for  the  catcher  to  make  the 
pitcher  take  his  time.  Another  thing,  when  the  pitcher  is  wild, 
say,  for  instance,  that  his  curve  ball  is  constantly  breaking 
outside  for  a  ball,  go  up  to  him  and  say,  "Your  curve  ball  is 
breaking  outside,  start  it  over  a  little  closer  to  the  batter." 
Of  all  the  many  different  things  that  the  catcher  can  do  to  help 
the  pitcher,  the  following  two  are  the  most  important;  talk  to 
the  pitcher  between  innings  about  the  different  batters  and 
watch  for  the  apparent  weaknesses  of  the  hitters.  If  you  find 
some  fellow  is  stepping  badly  away  from  the  plate,  remember 
that,  and  give  the  pitcher  a  signal  for  a  curve  ball.  Whenever 
you  find  a  batter  that  is  particularly  weak  on  a  certain  ball, 
give  the  signal  for  that  ball  every  time. 

PLAYING  FIRST  BASE 

The  footwork  of  the  first  baseman  is  of  vital  importance,  and 
the  mastery  of  it  will  usually  make  a  first-class  man  out  of  a 
poor  one  who  has  not  tried  to  master  the  essentials.  When 
taking  a  throw  the  first  baseman  should  always  put  both  feet 
on  or  against  the  bag,  one  foot  on  each  corner.  On  a  wide 
throw  hop  over  in  order  to  take  advantage  of  the  width  of  the 
bag;  that  is,  on  a  throw  to  the  right  side  put  the  left  foot  on 
the  right  side  of  the  base  or  vice  versa  on  ti  throw  to  the  left 
On  a  throw  straight  to  the  base  reach  forward  to  meet  the  ball, 


Strategy     and     Tactics  245 

for  by  doing  so  the  baseman  will  oftentimes  get  the  decision 
on  close  plays  which  otherwise  would  go  to  the  runner.  In 
taking  a  throw  from  the  catcher,  step  into  the  diamond  with 
the  right  foot,  left  foot  on  base,  and  hold  the  mitt  as  a  mark  to 
which  the  catcher  can  throw. 

Whenever  possible,  the  first  baseman,  in  fielding  a  batted 
ball,  should  touch  the  base  himself.  When  the  play  is  likely  to 
be  so  close  that  there  is  danger  of  a  collision,  the  baseman 
should  slide  head  first  to  the  bag,  so  that  he  will  not  lose  the 
runner  by  slowing  up  to  avoid  the  collision.  The  pitcher,  of 
course,  should  cover  the  base  on  batted  balls  that  are  so  far 
away  that  the  first  baseman  cannot  make  the  play  himself.  In 
this  case,  as  soon  as  the  baseman  fields  the  ball,  he  should  run 
toward  the  base  and  toss  the  ball  a  little  ahead  of  the  pitcher 
when  the  latter  is  two  or  three  feet  from  the  bag. 

On  short  hard  throws,  especially  from  second  and  the 
pitcher,  stand  with  both  feet  against  the  base  and  squat 
slightly  for  it  is  much  easier  to  come  up  for  a  high  throw  than 
it  is  to  go  down  for  a  low  one. 

On  wide  throws  to  the  left  it  is  sometimes  best,  when  the 
runner  is  not  too  close,  to  step  off  the  bag,  take  the  throw  and 
tag  the  runner.  But  above  all,  when  the  throw  is  so  wide  that 
it  is  impossible  to  field  the  ball  and  keep  the  feet  on  the  bag 
at  the  same  time,  get  the  ball  first  and  play  it  safe. 

When  jumping  for  a  high  throw,  kick  out  the  foot  so  that 
it  will  alight  on  the  base,  rather  than  waiting  until  after  alight- 
ing to  touch  the  bag  for  the  time  thus  saved  will  often  win  a 
close  decision. 

On  a  throw  from  the  pitcher  stand  with  the  right  foot  on 
the  corner  of  the  bag  nearest  home  for  this  position  minimizes 
the  danger  of  being  spiked  by  the  runner.  Never  play  back  of 
first  base,  because  there  is  too  much  likelihood  that  the  throw 
will  hit  the  man  running  to  the  bag  and  carom  off  in  such  a 
way  that  the  base  runner  will  get  another  base. 

The  first  baseman  is  responsible  for  seeing  that  the  base  is 
in  its  proper  position;  but  above  all,  do  not  play  too  far  away 
from  the  bag,  for  a  hit  anywhere  between  the  baseman  and  the 
base  is  always  good  for  two  or  three  bases. 


246  Mass     Physical     Training 

INFIELDERS 

Infielder's  Throwing:  Infielders  have  a  customary  hard 
throw  which  they  use  in  practice  from  day  to  day.  Oftentimes 
in  a  game  a  fielder  will  attempt  to  make  his  throw  sure  by 
throwing  it  easier  than  he  has  been  accustomed  to  throw  it; 
indeed,  he  will  sometimes  lob  it.  This  practice  is  not  founded 
upon  good  judgment. 

In  starting  a  double  play,  the  throw  should  be  made  under- 
hand and  without  waiting  to  straighten  up.  To  straighten  up 
means  a  loss  of  time  and  in  a  double  play  will  prove  fatal.  On 
a  ball  close  to  second  it  is  sometimes  possible  and  advisable 
to  toss  or  rather  scoop  the  ball  to  the  other  man  on  the  second 
bag.  Whenever  possible  the  shortstop  or  second  baseman  or 
any  other  infielder  for  that  matter  should  touch  the  bag  him- 
self and  then  throw  for  the  other  put  out.  Otherwise,  the 
liability  of  dropping  the  ball  increases,  and  not  only  the  second 
put  out  but  also  the  first  one  may  be  lost.  The  second  base 
man  may  turn  either  way  in  making  his  throw  to  second  in 
fielding  the  ball.  He  should  be  guided  in  this  by  turning 
whichever  way  is  the  easier.  To  the  shortstop  there  is  but  one 
choice — always  to  the  left.  The  throw  to  the  man  covering 
second  should  be  about  the  height  of  the  chest,  or  in  the  posi- 
tion to  make  it  easiest  for  the  man  to  get  the  ball  away  quickest. 
The  man  should  not  waste  a  fraction  of  a  second  in  getting  the 
ball  away,  for  time  on  this  play  is  extremely  important.  There- 
fore he  should  be  careful  to  cut  out  all  waste  movements.  In 
taking  the  throw  at  second,  the  second  baseman  has  his  right 
foot  on  the  inside  corner  of  the  base,  and  the  shortstop  has  his 
left  foot  on  the  same  place.  Both  step  away  from  the  base  in 
completing  the  play,  and  thus  avoid  any  possible  interference 
from  the  base  runner. 

Short  Flies:  Men  in  whose  territory  the  short  fly  is  hit 
should  always  start  after  the  ball.  Let  the  man  who  is  to 
catch  the  ball  always  call  for  it,  and  call  loudly  so  as  to  attract 
the  other  fellow's  attention.  Indeed  he  should  almost  scream. 
Collisions  occur  in  all  baseball,  even  in  the  professional  ranks. 


Strategy     and     Tactics  247 

Nevertheless,  an  effort  must  be  made  to  reduce  these  collisions 
to  a  minimum.  The  first  man  to  call  for  a  ball  should  have 
the  right  of  way.  In  case  of  an  infielder  and  an  outfielder  calling 
at  the  same  time — the  outfielder  has  the  right  of  way  as  he  is 
facing  the  ball. 

On  slow-hit  balls  the  fielders  must  pick  up  the  ball  on  the 
run  and  throw  in  the  same  motion.  They  cannot  wait  to  look 
for  the  baseman,  but  must  instinctively  know  where  to  throw 
it.  First  and  third  should  always  be  alert  to  handle  bunts. 
The  commonest  fault  is  that  these  players  do  not  play  far 
enough  in  when  a  bunt  is  expected.  They  should  play  in  close, 
and  then  as  the  pitcher  delivers  the  ball  they  should  come  in 
on  the  run.  On  slow-hit  ball  coming  to  the  shortstop  the  third 
baseman  should  cut  across  in  front  of  shortstop  and  field  the 
ball  unless  the  shortstop  calls  for  it.  On  slowly  hit  balls  the 
first  baseman  has  no  general  instructions,  but  must  use  his  head 
and  good  judgment. 

The  infielders  should  be  kept  farther  to  the  left  than  they 
like  to  play  because  a  player  can  cover  more  ground  to  his  left 
than  he  can  to  his  right.  He  can  field  easier  going  to  his  base 
and  he  is  in  a  better  position  to  throw  once  he  has  fielded  the 
ball.  The  first  and  the  third  basemen  should  play  close  to 
the  base  to  head  off  hard-hit  balls  between  either  one  and  the 
bag,  for  such  balls  are  always  disastrous.  A  ball  hit  through 
those  two  positions  is  nearly  always  good  for  two  bases  or 
more — frequently  three  bases  and  home  runs.  If  the  ball  is  hit 
between  third  and  shortstop  or  between  first  and  second  there 
is  an  outfielder  in  front  of  it.  When  a  fast  left-hand  batter 
comes  up  the  shortstop  should  move  in  half  way  between  his 
usual  position  and  the  base  line.  On  a  very  fast  left  hander  the 
shortstop  should  move  in  on  the  line.  Otherwise  he  will  never 
be  able  to  throw  the  batter  out. 

OUTFIELDERS 

The  outfielder  should  start  quickly  after  a  ball  is  hit  and 
go  as  fast  as  he  can  until  he  gets  under  the  ball  or  where  he 
judges  the  ball  will  fall.  Then,  if  he  has  misjudged  it,  he  still 


248  Mass     Physical     Training 

has  time  to  rectify  his  mistake  and  get  under  it.  If  he  runs  so 
as  barely  to  get  under  the  ball  and  then  finds  that  he  mis- 
judged it,  he  will  have  no  chance  to  retrieve  his  error  and  many 
times  the  ball  will  fall  just  out  of  his  reach. 

There  are  two  general  methods  of  catching  fly  balls.  In 
one,  the  hands  are  held  about  the  height  of  the  waist,  the  little 
finger  sides  of  the  hands  together.  In  the  other,  the  hands  are 
held  as  high  as  the  head  or  high  above  the  head,  thumbs 
together.  Either  method  is  all  right,  but  both  methods  should 
be  practiced  and  not  one  method  exclusively,  because  there  are 
some  balls  on  which  an  outfielder  cannot  get  set  and  use  his 
pet  form. 

The  outfielder  should  have  considerable  practice  in  fielding 
ground  balls.  He  should  also  have  faithful  practice  on  balls 
hit  over  his  head.  In  a  game  the  outfielders  should  play  well 
back,  for  a  ball  hit  in  front  of  them  is  usually  a  single,  whereas 
one  hit  over  an  outfielder's  head  is  always  good  for  extra  bases. 
He  should  throw  overhand,  if  possible,  and  should  always  get 
the  ball  back  into  the  diamond  quickly.  To  field  balls  hit 
over  the  head,  turn  and  run  at  top  speed  and  then,  after  cover- 
ing what  seems  to  be  the  necessary  distance  to  get  under  it, 
turn.  Inexperienced  players  will  find  great  difficulty  in  making 
the  play,  as  thus  described,  and  constant  practice  is  necessary 
to  insure  reasonable  success. 

Outfielders  should  do  most  of  their  practicing  on  the  thing 
most  difficult  to  do,  which  is  to  judge  and  to  catch  flies  they 
have  to  go  back  on. 

Outfielders  must  pay  attention  to  the  direction  and  velocity 
of  the  wind.  They  must  play  in  close  or  far  out  accordingly. 
However,  they  must  not  play  in  too  close  to  enable  them  to 
learn  the  action  of  the  wind,  for  a  sharply  hit  ground  ball  or 
a  line  drive  may  get  past  them.  Just  before  a  game  the  fielders 
should  practice  in  their  regular  positions  and  should  have  flies 
knocked  to  them  from  the  direction  of  the  plate. 

Outfielders  should  usually  play  deeper  for  the  first  men  on 
the  batting  order,  because  they  are  nearly  always  the 
hard  hitters, 


Strategy     and     Tactics  249 

For  left-hand  batters  leave  the  fielders  in  the  usual  positions 
except  that  the  left  fielder  should  come  in  closer  and  the  right 
fielder  should  play  deeper.  Many  left-hand  batters  hit  to  left 
field,  but  seldom  do  they  hit  hard  to  that  field.  Of  course,  if 
the  fielders  know  that  the  batter  is  very  likely  to  hit  to  a  cer- 
tain part  of  the  field,  they  should  all  move  in  that  direction. 

Players  should  station  themselves  according  to  the  speed  of 
their  own  pitcher.  If  he  uses  much  speed,  most  of  the  right- 
hand  batters  are  likely  to  hit  to  the  right  side  of  the  diamond 
and  to  right  field;  the  left-hand  batters,  to  left  field;  if  they  use 
little  speed,  the  right-hand  batters  are  likely  to  hit  to  left  field 
and  vice  versa  with  left-hand  batters. 

When  the  right  fielder  tries  to  throw  a  man  out  at  first,  he 
should  make  the  attempt  only  when  the  ball  is  hit  to  him 
sharply  and  in  making  the  attempt,  he  must  throw  caution 
to  the  winds  and  come  in  fast  on  the  ball  and  whip  it  to 
the  baseman. 

On  a  ground  ball,  hit  to  the  outfield  or  on  a  muffed  fly 
which  is  quickly  recovered,  the  fielder  should  play  the  ball  two 
bases  ahead  of  the  base  runner.  In  all  cases  get  the  ball  back 
into  the  diamond  quickly. 

Other  qualifications  being  equal,  play  a  left-handed  thrower 
in  right  field. 

DEFENSIVE  PLAY 

Fielding 

General:  As  a  general  rule,  make  easy,  sure  plays  when 
well  in  the  lead,  rather  than  take  difficult  chances. 

Guard  against  useless  throwing  of  the  ball — that  is,  throw- 
ing the  ball  after  the  runner  is  clearly  safe. 

Fielders  should  always  call  for  a  fly  ball,  even  if  there  is 
no  question  about  who  is  to  take  it.  This  will  tend  to  confirm 
their  habit  of  calling  for  it. 

Man  on  First  and  No  One  Out:  The  first  and  third  base- 
men must  play  in  close  in  order  to  be  able  to  handle  bunts.  Of 
course,  the  first  baseman  must  hold  the  runner  to  the  bag  until 
the  pitcher  starts  to  deliver  the  ball,  then  he  must  get  in  fast, 


250  Mass     Physical     Training 

The  shortstop  moves  closer  to  second  and  the  second  baseman 
moves  closer  to  first,  so  that  they  will  be  in  position  to  cover 
second  and  first  in  case  the  first  baseman  fields  the  bunt.  If 
the  first  baseman  sees  that  the  pitcher  can  field  the  bunt,  the 
former  should  hustle  back  to  the  bag  and  take  the  throw 
because  he  is  accustomed  to  taking  the  throws  there.  He  is 
usually  taller  than  the  second  baseman  and  consequently  not 
so  liable  to  make  an  error.  If  the  third  baseman  fields  the 
bunt,  the  pitcher  must  cover  third  to  prevent  the  runner  going 
on  from  second  when  the  third  bag  is  left  uncovered.  If  the 
pitcher  fields  the  bunt,  then  the  third  baseman  must  hustle 
back  to  his  base.  If  the  first  baseman  is  a  slow,  awkward  man 
who  is  used  principally  on  account  of  his  ability  to  hit  the  ball, 
then  it  is  sometimes  advisable  to  have  the  second  baseman 
play  in  very  close  and  field  the  bunts. 

When  the  infielders  are  playing  for  a  double  play,  the  second 
baseman  and  shortstop  must  play  in  closer  and  nearer  to  second 
base,  else  they  will  never  be  able  to  pull  off  the  play.  If  the 
ball  is  fumbled,  then  it  should  be  shot  to  first  because  the 
chance  for  a  double  is  gone,  and  it  will  take  mighty  fast  work 
to  get  the  runner  going  to  first. 

With  two  men  out,  always  make  the  easiest  play  for  the 
third  out. 

On  bunts  which  the  pitcher  fields,  the  catcher  should  direct 
him  where  to  throw  the  ball.  If  the  catcher  makes  a  mistake 
in  judgment  occasionally,  do  not  censure  him,  because  such 
action  will  make  him  hesitate  and  may  destroy  his  confidence 
in  his  own  judgment. 

Men  on  First  and  Second  and  No  Outs:  In  this  case  use 
the  same  defense  as  with  man  on  first  except  for  the  third  base- 
man. With  a  good  fielding  pitcher,  let  the  pitcher  field  the 
bunt  and  third  cover  his  base.  In  any  case,  the  pitcher  must 
hold  the  runner  close  to  second.  If  possible,  he  should  bluff 
the  runner  back  to  second  and  pitch  while  the  runner  is  headed 
towards  second. 

If  the  ball  is  hit  to  first  or  second,  it  is  better  to  play  to 
second  and  then  to  first.  If  it  is  hit  to  shortstop  or  third,  it 


Strategy     and     Tactics  251 

should  be  fielded  where  easiest.  For  instance,  the  shortstop 
may  field  a  ball  while  going  hard  towards  third,  in  which  case 
he  can  field  it  easiest  to  third.  Or,  the  third  baseman  may 
field  a  ball  while  going  toward  second,  in  which  case  he  can 
easily  play  it  to  second.  In  case  the  shortstop  or  second  base- 
man fumbles  the  ball  on  a  ground-hit  ball,  when  there  is  a  man 
on  second,  play  the  ball  to  third  quickly,  and  often  the  runner 
can  be  caught  napping  there. 

With  a  man  on  second  when  a  slow  ground  ball  is  hit  to  the 
outfield  or  when  an  outfielder  fumbles  a  ground  ball,  he  should 
never  throw  home,  because  the  throw  is  useless,  and  will  only 
result  in  giving  the  batter  an  extra  base.  The  outfielders 
should  throw  home  on  a  line  when  they  do  throw  so  as  to  pre- 
vent overthrows,  and  also  to  enable  infielders  to  intercept  the 
throw  and  make  a  play  at  some  other  point.  If  his  team  is 
leading  in  the  score  by  a  comfortable  margin,  the  pitcher  should 
place  himself  in  line  with  the  throw.  If  he  sees  that  the  throw 
will  not  get  the  runner  at  the  plate,  then  he  should  intercept  it 
and  play  for  the  other  runner. 

OFFENSIVE  PLAY 
Base  Running 

Base  running  may  be  grouped  into  two  closely  related  large 
divisions,  the  stealing  of  bases,  and  the  stretching  of  hits  or 
advancing  on  short  passed  balls.  When  two  or  three  runs 
behind,  take  no  chances  on  the  bases;  only  a  batting  rally  will 
win  in  that  case.  If  the  team  is  hitting  well,  take  no  doubtful 
chances;  if  it  is  not  hitting  and  the  score  is  close,  take  all 
chances.  The  amount  of  base  stealing  and  hit  stretching 
depends  on  a  number  of  conditions :  the  inning,  the  number  of 
men  out,  the  score,  the  call  of  balls  and  strikes  and  the  strength 
or  weakness  of  the  opposition. 

When  the  batter  hits  the  ball,  he  should  run  to  first  base  as 
hard  as  he  can.  There  are  days  when  a  man  cannot  hit,  days 
when  he  cannot  field,  but  he  can  always  run  hard  to  first. 
Loafing  will  lose  a  team  several  runs  in  a  season.  Do  not  depend 


252  Mass     Physical     Training 

too  much  on  the  coachers;  runners  lose  time  when  they  wait  for 
the  coachers  to  tell  them.  The  runner  often  tries  to  escape 
censure  by  blaming  his  mistakes  on  the  coacher.  More  is 
gained  by  making  the  runner  watch  the  ball.  The  batter 
should  dig  for  first,  taking  a  little  glance  at  the  ball  over  his 
shoulder.  He  should  never  go  around  the  bases  with  his 
head  down. 

The  secret  of  successful  base  stealing  lies  in  the  lead  and  in 
the  finish  of  the  attempt.  Slow  men  are  often  the  best  base 
runners  because  they  have  mastered  the  art  of  getting  a  lead 
and  can  finish  properly.  Base  runners  must  slide  when  it  is 
necessary,  else  they  will  never  become  successful  base  stealers. 

Getting  far  off  the  base  before  the  pitcher  delivers  the  ball 
is  not  getting  a  lead.  Getting  down  by  the  time  that  the  ball 
leaves  the  pitcher's  hand  is  really  getting  a  lead.  The  base 
runner  must  watch  the  pitcher  and  study  his  movements  so  as 
to  be  able  to  determine  when  he  is  about  to  pitch.  He  must 
also  study  the  pitcher's  balk  movement  if  he  has  one,  and  try  to 
distinguish  between  it  and  the  usual  pitching  movement. 
Oftentimes  a  runner  by  playing  moderately  close  to  the  base 
and  making  no  action  to  indicate  that  he  intends  to  steal,  may 
get  the  pitcher  careless  and  off  guard.  With  a  moderate  lead 
the  runner  starts  down  and  tries  to  catch  the  pitcher  in  the  act 
of  pitching.  If  he  does  not  catch  the  pitcher  so,  the  runner  can 
usually  get  back  to  first  because  the  pitcher  nearly  always 
looks  to  the  base  before  he  throws.  It  is  easier  to  get  a  lead 
off  second  than  off  first  because  the  pitcher  must  turn  around  to 
throw  to  second  and  he  cannot  use  a  balk  movement  so 
effectively. 

When  to  Steal:  Stealing  Second — With  runner  on  first  and 
nobody  out,  never  steal  unless  the  pitcher  has  a  give-away 
motion  or  the  catcher  has  a  very  weak  arm;  in  either  of  these 
cases  it  would  not  be  dangerous  to  steal.  With  one  out,  it  is 
a  fair  time  to  steal.  With  two  out,  it  is  advisable  to  steal, 
especially  if  the  man  is  a  good  base  runner.  It  is  an  even 
chance  that  he  will  make  it  and  can  then  score  on  a  single. 
Always  take  the  advantage  of  a  poor  throwing  catcher  or  a 


Strategy     and     Tactics  253 

pitcher  who  does  not  hold  runners  close  to  bases.  In  general,  it 
pays  to  take  plenty  of  chances  on  the  bases,  because  if  the  men 
get  away  with  their  attempts,  it  has  a  disturbing  effect  upon 
the  opposing  team  and  tends  to  send  them  in  the  air.  Do  not 
be  too  sure  that  the  opposing  catcher  can  throw  well  to  the 
bases,  even  though  he  shows  a  great  peg  during  warming-up 
practice.  He  may  be  no  good  in  a  game,  so  try  him  out  at  the 
first  chance. 

With  a  runner  on  first,  two  out,  and  a  weak  batter  up,  a 
steal  should  not  be  attempted  because  the  runner  endeavoring 
to  steal  takes  his  life  in  his  hands  every  time  he  does  it,  and 
even  though  he  should  be  successful  in  stealing  the  base,  the 
chances  are  that  after  taking  the  risk  of  being  thrown  out,  the 
weak  batter  will  not  be  able  to  advance  or  at  any  rate  to  score 
him.  If  unsuccessful,  it  leaves  the  weak  batter  to  open  the 
next  inning. 

When  a  team  is  badly  in  need  of  a  run,  let  the  pitcher  run 
the  bases  for  all  he  is  worth. 

Stealing  Third — With  no  one  out  do  not  attempt  to  steal 
third.  Of  course,  if  the  pitcher  forgets  himself  and  winds  up, 
an  alert  base  runner  should  steal  at  any  time.  With  no  one 
out,  the  runner  on  second  has  all  the  chance  in  the  world  to 
score,  and  he  should  not  endanger  his  life  on  the  bases  by 
attempting  to  steal,  with  the  exception  just  noted. 

The  only  proper  time  to  steal  third  is  when  one  is  out, 
because  then  a  sacrifice  fly,  a  fumble  or  an  error  will  score  the 
runner.  With  two  men  out  do  not  steal  third,  as  it  is  not 
worth  the  risk.  A  base  hit  will  nearly  always  score  a  man  from 
second  just  as  well  as  from  third. 

Stealing  Home — A  very  risky  play  with  the  chances  all 
against  the  base  runner  and  should  never  be  attempted,  except 
when  two  men  are  out.  With  none  out  or  with  one  out,  never 
try  to  steal  home.  Only  try  it  when  two  are  out  and  a  weak 
hitter  is  up  or  where  the  pitcher  is  careless  and  is  taking  a 
long  windup.  This  steal  is  a  desperate  chance,  and  the  only 
chance  of  getting  away  with  it  is  to  try  it  with  a  good  base 
runner  on  third  when  he  catches  the  pitcher  not  watching  him 


254  Mass     Physical     Training 

or  using  a  windup.  When  the  attempt  is  made,  the  batter 
should  stand  pat  in  his  place  and  should  not  step  out  of  the 
way  and  give  the  catcher  a  clear  chance  at  the  runner.  In 
coming  into  the  base,  the  runner  must  try  to  outguess  the 
catcher  and  come  in  on  the  side  of  the  batter  where  it  will  be 
difficult  for  the  catcher  to  tag  him.  It  is  easier  to  make  this 
steal  on  a  left-hand  pitcher  because  he  cannot  watch  the 
runner  so  easily.  It  is  easier  with  a  right-hand  batter,  because 
with  a  left-hand  batter  the  catcher  has  an  unobstructed  chance 
to  tag  the  runner. 

Two  Men  on  Bases,  First  and  Second :  If  the  man  on  sec- 
ond steals,  the  man  on  first  should  also  steal,  because  only  one 
of  the  men  can  be  thrown  out.  It  is  better  to  do  this  without 
signal  because  the  man  on  second  must  be  governed  in  stealing 
by  his  ability  to  get  the  lead.  When  he  goes,  the  man  on  first, 
who  should  be  wide  awake,  should  go  also. 

The  least  desirable  time  to  steal  is  when  there  are  men  on 
first  and  second,  and  nobody  out.  In  this  case,  study  the  other 
team.  If  the  opposing  catcher  is  a  poor  thrower,  and  the 
runner  on  second  is  a  good  fast  man,  try  the  double  steal.  With 
one  out  or  with  two  out,  is  the  most  desirable  time  to  pull  the 
double  steal.  When  no  one  is  out,  the  runners,  can  rely  upon  a 
bunt  to  advance  them.  With  one  or  two  out,  the  steal,  if 
successful,  will  place  the  runners  where  both  can  score  on  a 
hit.  If  one  is  out  when  the  attempt  is  made  and  the  runner  is 
caught  on  third,  the  man  at  second  is  still  in  a  position  to  score 
on  a  single.  If  neither  is  caught,  then  at  least  one  of  them  has 
an  opportunity  to  score  upon  an  error,  a  sacrifice  fly,  wild 
pitch,  passed  ball  or  short  single.  The  man  stealing  second 
should  go  down  at  full  speed.  If  the  man  going  to  third  cannot 
be  caught,  the  catcher  should  try  for  the  man  at  second.  If 
the  latter  loafs  on  the  way,  as  he  frequently  does,  the  catcher 
will  have  a  good  chance  to  pick  him  off. 

An  alert  runner  can  also  sometimes  steal  home  by  getting 
a  good  lead  and  coming  in  fast  when  the  catcher  rather  care- 
lessly returns  the  ball  to  the  pitcher,  as  he  will  occasionally. 

Two  Men  on  Bases,  First  and  Third:   With  nobody  out, 


Strategy     and     Tactics  255 

and  three  or  four  runs  behind,  play  safe  because  a  cluster  of 
runs  is  what  is  desired  in  that  case  and  not  one  run.  With  no 
one  out,  score  about  even,  do  not  steal  unless  it  is  almost  a  sure 
thing.  With  one  man  out  unless  badly  behind  in  the  score, 
the  steal  of  second  should  be  attempted,  and  with  two  out  even 
the  poorest  base  runners  should  attempt  the  steal. 

With  two  out  and  a  weak  batter  up,  it  is  sometimes  a  good 
plan  to  send  the  runner  down  while  the  pitcher  has  the  ball  in 
his  hands.  If  this  is  done,  the  runner  should  delay  his  start 
until  the  pitcher  has  taken  his  place  ready  to  pitch.  Meanwhile 
the  runner  on  third  is  ready  to  break  for  home,  and  he  does  so 
as  the  pitcher  turns  to  throw  to  second.  He  does  not  wait 
until  the  pitcher  throws  to  second,  but  breaks  as  soon  as  the 
latter  turns.  Then  the  runner  going  to  second  must  run  up 
and  down  the  line  until  the  third  base  runner  has  time  to  score. 
Of  course,  if  the  pitcher  turns  and  bluffs  a  throw  to  second,  then 
the  runner  at  third  is  caught  in  a  bad  hole,  and  must  do  his 
best  to  get  out.  A  clever  pitcher  will  sometimes  do  this.  The 
man  on  third  must  also  watch  the  short  throw  made  by  the 
catcher  to  the  pitcher  or  to  the  shortstop  or  second  baseman. 
If  the  throw  is  made  all  the  way  through  to  catch  the  man 
going  from  first  to  second,  then  the  runner  on  third  should 
come  in  and  the  runner  going  to  second  should  turn  and  jockey 
up  and  down  the  base  line  until  he  has  time  to  score.  Even 
the  short  throw  may  be  beaten  by  the  runner  on  third  provided 
the  catcher  makes  the  throw  to  second  without  looking  toward 
third.  This  failure  to  look  at  third  will  enable  the  runner  to 
get  such  a  lead  that  it  will  be  nearly  impossible  to  catch  him. 

A  good  base  runner  can  also  steal  when  the  catcher  throws 
the  ball  back  to  the  pitcher.  It  is  easier  to  steal  third  in  this 
way  than  it  is  to  steal  second.  If  the  catcher  does  not  keep  his 
eyes  open,  if  he  carelessly  returns  the  ball  to  the  pitcher,  often 
lobbing  it  back  to  the  latter,  then  this  steal  can  be  successfully 
made.  In  addition  to  the  value  of  the  base  stolen,  this  steal 
has  an  added  value  in  the  adverse  effect  which  it  nearly  always 
has  upon  the  other  team.  It  makes  the  other  players  sore  at 
each  other,  makes  them  feel  that  something  has  been  pulled 


256  Mass     Physical     Training 

over  on  them,  and  makes  them  more  or  less  fear  the  runner  who 
made  the  steal. 

Delayed  Steal:  When  the  second  baseman  and  shortstop 
are  sleeping  on  their  job,  and  playing  a  long  way  off  the  bag, 
try  the  delayed  steal.  The  runner  goes  up  the  base  line  with 
the  pitcher's  delivery,  and  then  stays  there.  As  the  catcher 
has  his  arm  drawn  back  to  throw,  break  for  second.  In  many 
cases,  the  catcher  will  be  compelled  to  make  several  false 
attempts  to  throw  because  he  sees  no  one  ready  to  take  the 
throw.  This  aids  the  runner  in  his  steal.  The  defense  for  this 
steal  is  to  have  the  man  who  is  to  cover  second  base  on  the 
alert  and  close  to  the  bag. 

Steals  may  also  be  made  by  drawing  throws  by  taking  a 
big  lead  and  then  breaking  for  the  next  base  as  soon  as  the 
thrower  draws  his  arm  back.  This  can  be  done  effectively  on  a 
catcher  who  has  a  good  arm,  and  who  likes  to  show  it  off  by 
throwing  the  ball  around. 

When  a  base  runner  is  trying  for  a  base  and  expects  a  throw 
from  behind,  he  should  not  slide,  but  should  run  straight  at  the 
hands  of  the  baseman  who  has  them  in  position  to  take  the 
throw.  This  will  often  save  the  runner  by  making  the  catch 
difficult,  by  getting  hit  himself,  or  by  deflecting  the  throw,  in 
which  case  he  often  gets  an  additional  base. 

With  a  man  on  third  and  nobody  out,  do  not  send  the 
runner  in  on  a  ground  ball;  with  one  out  or  two  out,  send  him 
in.  The  man  leading  off  third  with  the  delivery  of  the  pitcher 
should  get  back  to  the  base  quickly  after  the  ball  is  in  the 
catcher's  hand,  and  should  not  stand  on  the  line  and  invite 
a  throw. 

The  base  runner  should  watch  the  batter  and  take  his 
biggest  lead  when  the  batter  swings  at  the  ball.  Then,  if  the 
batter  hits  the  ball,  the  runner  is  in  good  position  to  go  on.  If 
the  runner  does  this,  however,  he  offers  good  opportunity  to  the 
catcher  to  pick  him  off,  and  the  catcher  must  be  alert  to  the  fact. 

When  a  runner  on  third  breaks  for  home  on  a  ground  ball, 
he  should  not  look  to  see  where  the  ball  is  hit,  but  should  direct 
all  his  energy  to  getting  home. 


Strategy     and     Tactics  257 

With  men  on  second  and  third,  they  should  run  every  time 
on  a  ground  ball,  because  the  play  to  catch  the  runner  at  home 
is  much  harder  than  the  play  at  first  base.  In  case  the  runner 
is  caught  at  home,  then  the  man  on  first  steals  on  the  next 
pitched  ball,  and  the  status  of  runners  is  then  the  same  as  before 
the  attempt  to  score. 

On  a  long  or  a  moderately  long  fly,  the  runner  on  third 
should  go  back  and  touch  the  base.  Runners  on  first  and  sec- 
ond should  use  judgment  as  to  whether  the  ball  will  be  caught 
or  not.  On  a  short  fly,  on  which  the  runner  on  third  cannot 
score  if  it  is  caught,  the  runner  should  take  a  lead  so  as  to  be 
in  position  to  score  if  the  ball  is  muffed. 

If  a  runner  is  caught  off  first  or  second  by  a  throw  as  he 
starts  toward  the  next  base,  he  should  go  ahead  at  full  speed 
and  try  to  make  it.  When  a  base  runner  is  trapped  between 
bases,  he  should  go  full  speed  until  he  turns,  and  then  go  hard 
in  the  other  direction.  This  action  will  hurry  the  other  players 
and  increase  the  liability  to  error. 

If  a  runner  tries  to  score  from  third  on  a  ball  hit  to  infield 
and  finds  himself  caught  by  a  big  margin,  he  should  turn  back 
and  delay  being  put  out  as  long  as  possible  and  give  the  batter 
time  to  get  to  second  or  possibly  third. 

To  run  down  a  man  caught  between  bases,  make  him  run 
at  full  speed  and  then  throw  the  ball  so  that  the  runner  will 
be  caught  before  he  can  turn  and  get  up  speed  again.  The 
safest  way  is  to  run  the  man  down  without  throwing  the  ball  at 
all  if  possible. 

A  base  runner  should  always  catch  the  catcher's  signal  to 
the  pitcher,  whenever  possible  to  do  so.  In  case  he  can  do  so, 
then  the  time  for  him  to  steal  is  upon  a  curve  or  slow  ball 
because  both  of  them  not  only  get  to  the  catcher  more  slowly 
than  a  fast  ball,  but  they  get  to  him  in  a  bad  position  to  make 
a  throw  to  a  base. 

COACHING 

Coachers :  Base  runners  depend  too  much  upon  the  coacher. 
The  coacher  should  have  plenty  of  life,  should  make  lots  of  noise 
and  should  say  things  to  the  point.  He  should  never  become 

17 


258  Mass     Physical     Training 

abusive  or  offensive.  Place  the  men  best  fitted  for  coaching  on 
the  coachers'  lines.  Men  with  poor  judgment  will  often  lose  ball 
games  when  the  coaching  is  left  to  them.  The  coacher  with  the 
best  judgment  should  be  stationed  at  third  base. 

A  coacher  should  always  know  how  many  men  are  out.  The 
base  runner  should  also  always  know  but  when  he  does  not 
know,  then  the  coacher  must  tell  him  and  must  keep  telling 
him.  A  coacher  must  always  know  where  the  ball  is,  so  that  it 
will  be  impossible  to  work  the  "hidden  ball"  trick  on  a  runner. 
The  runner  should  know  where  the  ball  is  at  all  times,  but  the 
coacher  must  be  prepared  to  help  him. 

With  two  men  on  base,  the  coachers  at  first  and  third 
coach  the  man  nearer  to  them.  Both  coachers  coach  the  runner 
on  second  when  he  is  the  only  runner  on  base.  Sometimes  with 
men  on  first  and  second,  or  with  the  bases  full,  the  first  base- 
man will  play  behind  the  runner.  In  that  case  the  coacher  is 
entirely  responsible  for  watching  the  baseman;  the  runner 
watches  the  ball.  It  would  be  well  in  this  case  for  the  coacher 
to  turn  so  that  he  cannot  see  the  batter. 

With  a  man  on  second  the  coachers  watch  the  baseman  and 
let  the  runner  watch  the  ball.  They  should  send  the  runner 
back  to  the  base  at  every  attempt  an  infielder  makes  to  get 
behind  him.  In  directing  him  to  get  back,  they  must  call 
loudly  enough  to  him  to  make  an  impression  on  him.  When  a 
runner  is  on  second  base  and  the  ball  is  hit  to  the  shortstop 
or  to  the  right  side  of  the  diamond  or  to  right  or  center  fields, 
the  runner  depends  entirely  upon  the  coacher  at  third  for  his 
direction  as  to  how  to  act.  This  is  about  the  only  case  in 
which  the  runner  depends  upon  the  coacher's  judgment  on  a 
hit  ball.  Whenever  a  base  runner  can  see  the  play  he  should 
use  his  own  judgment.  It  takes  time  for  a  coacher  to  com- 
municate with  a  runner,  and  that  loss  of  time  is  often  fatal  to 
a  chance  to  make  an  extra  base  or  to  save  himself  from  being 
thrown  out.  By  using  four  signals  the  coacher  can  direct  a 
man  coming  to  third  how  to  proceed,  whether  to  slide  or  not, 
hold  the  base,  overrun  the  base,  or  attempt  to  score, 

Teach  the  batter  patience, 


Strategy     and     Tactics  259 

The  coachers  should  always  be  awake  to  have  the  umpire 
declare  on  "block  balls,"  so  that  his  teammates  may  know 
what  to  do  when  there  is  any  doubt  about  the  matter.  The 
coachers  should  be  as  equally  wide  awake  to  have  the  umpire 
declare  infield  or  outfield  hits  whenever  they  occur.  Base 
runners  and  fielders  should  do  the  same,  so  that  they  may 
know  how  to  act. 

Batting:  The  leading  batter  should  be  a  good  waiter,  a 
good  hitter,  and  a  good  base  runner.  Second  and  third  hitters 
should  be  good  bunters  as  well  as  good  hitters.  They  should  be 
good  base  runners.  Fourth  batter  should  be  a  clean-up  man. 
The  best  batter  remaining  should  bat  fifth.  After  that  the 
batters  are  a  mixed  lot.  A  poor-looking  batter  who  is  a  good 
hitter  can  sometimes  be  placed  well  down  the  batting  list  to 
good  advantage.  The  opposing  pitcher  does  not  pitch  so  hard 
against  the  latter  part  of  the  batting  order,  as  he  does  against 
the  leading  men,  and  for  that  reason  a  hard  hitter  down  near 
the  bottom  will  often  surprise  the  opposing  pitcher  and  team 
as  well. 

Bunting :  There  are  several  kinds  of  bunts ;  bunt  for  sacrifice 
hit,  bunt  for  safe  hit,  and  drag  bunt,  which  is  also  done  with 
the  intention  of  securing  a  safe  hit.  A  great  deal  of  time 
should  be  spent  in  practice  upon  bunting,  because  one  never 
knows  when  a  bunt  will  win  a  game,  and  when  a  bunt  is 
wanted  it  is  a  great  thing  to  know  that  the  batter  is  able 
to  lay  the  ball  down  properly. 

Nine  out  of  ten  times  the  opposing  team  knows  when  a 
batter  is  about  to  attempt  a  sacrifice  bunt.  Since  that  is  the 
case  there  is  no  use  in  trying  to  disguise  the  intention.  The 
all-important  thing  is  to  place  the  bunt  so  that  it  will  be 
impossible  to  throw  out  the  runner  who  is  advancing.  Since, 
then,  it  is  extememly  important  that  the  ball  should  be  pro- 
perly bunted,  the  batter  should  place  himself  in  the  best 
possible  position  to  bunt.  When  the  pitcher  draws  back  to 
throw,  the  batter  should  step  forward  and  be  ready  to  bunt 
before  the  ball  leaves  the  pitcher's  hand.  Then  the  batter  is  in 
a  position  to  direct  all  of  his  attention  to  bunting  the  ball. 


260  Mass     Physical     Training 

There  are  various  methods  of  holding  the  bat  while  in  the 
act  of  bunting.  One  method  is  to  slide  the  upper  hand  out  to 
the  middle  of  the  bat.  A  second  method  is  to  slide  both  hands 
out  to  the  middle  of  the  bat,  so  that  the  big  end  of  the  bat 
is  used  in  meeting  the  ball.  Still  another  method  used  by  some 
batters  is  to  hold  the  bat  in  almost  the  ordinary  batting  posi- 
tion, perhaps  with  the  upper  hand  out  a  little,  to  make  it 
easier  to  control  the  bat.  To  bunt  toward  third  the  right  hand 
batter  will  have  to  hold  his  bat  about  parallel  to  the  base  line 
running  from  second  to  third.  A  left-hand  batter  will  have 
his  bat,  to  bunt  toward  first,  about  parallel  to  the  base-line 
from  first  to  second.  Practice  in  bunting  will  soon  teach 
the  angle  at  which  bat  must  be  held  to  place  a  bunt  in  various 
positions. 

In  making  a  bunt  with  the  intention  of  securing  a  safe  hit, 
the  batter  must  disguise  his  intention  until  the  last  moment. 
He  must  hold  his  bat  in  his  usual  batting  position  while  waiting 
for  the  ball  to  be  delivered.  Then  he  quickly  gets  into  bunting 
position,  and  after  laying  the  ball  down,  he  must  sprint  to  first 
for  all  he  is  worth. 

A  drag  bunt  is  used  by  left-hand  batters  and  is  made  by 
swinging  the  bat  around  at  full  arm's  length  with  the  hands 
in  the  usual  position  on  the  bat,  and  bunting  the  ball  on 
the  run.  The  bunt  should  be  too  fast  for  the  pitcher  to 
handle,  and  so  slow  that  the  first  baseman  will  not  be  able  to 
field  it  and  beat  the  batter  to  first.  The  ideal  place  to  place 
the  bunt  is  about  midway  between  the  first  base  line  and  the 
pitcher's  plate. 

In  all  bunting  the  batter  should  use  a  big  light  bat.  He 
must  watch  the  ball  like  a  hawk.  Often  when  a  batter  goes  up 
with  the  intention  of  bunting,  he  loses  all  thought  of  looking 
for  a  good  ball  to  bunt,  and  as  a  result  he  will  attempt  to  bunt 
the  worst  kind  of  balls.  When  a  man  goes  up  to  the  plate  to 
bunt,  he  should  bunt  before  he  starts  to  run  unless  he  is 
attempting  the  drag  bunt.  His  first  duty  is  to  bunt  the  ball 
properly,  and  then  he  does  the  best  he  can  to  save  his  own  neck 
at  first.  Because  of  the  fact  that  a  batter  intending  to  bunt 


Strategy     an  d^  Tactics  261 


will  strike  at  poor  balls,  the  pitcher  should  pitch  high  fast  ones 
that  are  poor  balls.  Some  batters  use  the  handle  of  the  bat 
in  bunting,  but  that  is  too  difficult  for  any  except  the 
cleverer  batsmen. 

Teamwork  at  Bat 

It  is  very  essential  to  impress  amateur  ball  players  with  the 
necessity  of  exercising  patience  in  waiting  when  at  bat.  Gen- 
erally all  of  them  strike  at  the  first  ball  within  reach,  instead  of 
waiting  until  the  ball  is  over  the  base.  Not  only  is  it  essential 
that  they  hit  at  good  balls,  but  it  is  often  best  for  the  batter  not 
to  strike  even  when  the  ball  is  over  the  base.  For  instance, 
if  the  batter  has  three  balls  and  no  strikes,  with  nobody  on 
bases,  he  should  certainly  take  one  strike  and  in  some  cases 
two,  before  striking  at  the  ball,  the  reason  of  course,  being  that 
he  is  trying  to  work  the  pitcher  for  base  on  balls. 

The  following  rules  should  be  followed  in  batting: 

Nobody  on  Base  :  The  first  man  up  in  an  inning  should  gen- 
erally wait  a  pitcher  out  by  not  striking  at  the  ball  until  one 
strike  is  called  on  him.  A  base  on  balls  to  the  first  batter  in  an 
inning  puts  the  team  and  the  pitcher  in  a  bad  hole.  If  the  call 
on  the  batter  is  three  balls,  no  strikes,  he  should  take  two 
strikes.  If  the  second  man  up  is  a  good  batter  and  a  poor 
runner,  let  him  hit.  If  he  is  a  good  runner  and  a  weak  batter, 
he  had  better  wait  the  pitcher  out,  but  should  use  his  own  judg- 
ment. With  three  balls  and  no  strikes,  it  is  advisable  to  take 
two  strikes;  always  take  one.  Wait  fairly  well,  but  not  so 
strong  as  first  man.  The  third  man  up  should  be  more  free  in 
his  hitting. 

Man  on  First,  Nobody  Out:  If  the  score  is  close,  so  that 
the  team  is  playing  for  one  run,  the  most  advisable  play  is  the 
sacrifice,  but  whether  he  sacrifices  or  not  depends  upon  his 
ability  to  do  so  successfully.  There  should  be  no  set  system 
to  tie  the  batter  down.  If  the  first  and  third  basemen  are 
coming  in  fast  to  play  for  a  bunt,  then  switch  the  usual  order 
and  hit  the  ball  through  them.  Such  a  hit  will  often  go  for  a 
single  because  the  infielders  are  caught  on  the  run  and  cannot 
field  as  effectively  as  when  waiting  for  the  ball.  If  they  do 


262  Mass     Physical     Training 

field  the  ball,  it  is  seldom  that  a  double  play  will  be  made 
because  the  infielders  are  all  drawn  out  of  their  positions,  and  no 
one  will  cover  the  bases.  The  sacrifice  should  never  be  used 
when  the  team  at  bat  is  badly  behind  in  the  score. 

The  hit-and-run  play  may  be  used  instead  of  the  sacrifice; 
it  is  played  upon  signal.  The  base  runner  signals  the  batter 
that  he  will  steal  on  the  next  ball,  and  it  is  the  batter's  duty  to 
hit  that  ball. 

A  line  drive  into  a  fielder's  hands  almost  always  results  in 
a  double  play,  but  a  base  hit  will  generally  advance  the  runner 
two  bases.  It  is  a  good  plan  to  have  the  batters  use  it  once  in  a 
while  in  order  to  keep  the  third  and  first  basemen  on  the 
opposing  team  guessing. 

Run  and  Bunt :  Upon  signal,  with  a  fast  runner  on  first  and 
a  sure  bunter  at  the  bat,  let  the  runner  start  with  the  pitcher's 
arm.  The  batter  bunts  toward  third.  The  runner  turns  sec- 
ond and  looks  to  see  whether  third  is  covered.  If  not  he  goes 
on  to  third.  This  play  will  often  catch  the  pitcher  and  third 
baseman  asleep. 

Runner  on  Second  and  Nobody  Out :  It  is  more  important 
for  the  batter  to  bunt  in  this  case  than  when  the  runner  is  on 
first  base.  That  is,  if  only  one  run  is  needed.  If  a  team  is 
three  or  four  runs  behind,  then  all  base  stealing  and  bunting 
must  be  stopped  and  every  batter  hit.  The  batter  should  bunt 
towards  third  because  the  third  baseman  cannot  play  in  to  get 
the  ball  fast,  for  if  he  does  so  the  runner  will  steal.  If  the 
batter  has  the  pitcher  in  the  hole,  he  should  hit. 

Runner  on  Second  and  One  or  Two  Out :  The  batter  should 
bunt  only  when  he  is  a  very  weak  batter.  A  hit  is  what  is 
wanted  in  this  situation.  A  base  on  balls  will  not  score  the 
runner.  If  the  batter  is  a  weak  man  with  the  stick  and  he  is 
followed  by  a  good  hitter,  when  one  is  out,  he  should  work  the 
pitcher  for  a  base  on  balls  if  he  can. 

Runner  on  Third  with  Nobody,  One  or  Two  Out:  The 
batter  should  hit  the  first  good  ball  pitched,  and  he  should  not 
be  too  particular  in  looking  them  over.  If  the  pitcher  wabbles 
so  that  the  batter  sees  a  good  chance  for  a  base  on  balls,  then 


Strategy     and     Tactics  263 

he  should  try  to  get  it  and  steal  immediately.  A  hit  will  then 
score  both  of  them. 

Squeeze  Play:  Done  upon  signal  by  word  or  sign.  It 
should  be  tried  only  when  there  is  one  man  out,  and  when  a 
good  bunter  is  up.  The  runner  starts  for  home  with  the  pitcher's 
delivery  and  the  batter  bunts  the  ball  either  towards  first  or 
third.  The  only  defense  for  the  squeeze  play  is  for  the  pitcher 
to  keep  his  eyes  open,  so  that  he  will  see  the  runner  start  from 
third.  Then  he  should  throw  the  ball,  so  that  is  hard  for  the 
batter  to  bunt  it.  A  runner  may  also  be  scored  from  third  on 
a  regular  bunt  without  using  the  squeeze  play.  Let  the  runner 
keep  up  on  his  toes  and  come  down  the  base  line  with  the 
pitcher's  delivery  just  as  he  would  do  if  he  expected  the  batter 
to  hit.  Then  when  the  batter  gets  a  good  one  to  bunt,  he  lays 
it  down  and  the  runner  continues  home. 

Runners  on  First  and  Second,  Nobody  Out :  It  is  imperative 
to  bunt  unless  the  batter  cannot  bunt.  In  that  case,  he  had  better 
swing,  or  wait  the  pitcher  out,  if  the  latter  shows  signs  of  wabbling. 

Runners  on  Second  and  Third,  Nobody,  One  or  Two  Out: 
The  batter  should  hit.  Even  though  he  has  three  balls  and  no 
strikes,  he  should  hit  the  first  good  ball  that  is  pitched  to  him, 
because  a  hit  means  two  runs. 

Bases  Full:  With  bases  full,  the  batter  should  ordinarily 
hit  the  first  good  ball,  because  a  hit  will  score  two  runs,  and  a 
long  hit  will  score  three.  Should  the  batter  have  two  balls  and 
no  strikes,  he  should  hit  the  next  ball,  if  it  is  good,  provided 
the  opposing  pitcher  is  steady  and  has  good  control.  If, 
however,  the  pitcher  is  wild  and  shows  symptoms  of  "going  up 
in  the  air,"  it  will  be  best  to  take  one  strike. 

D— STRATEGY  AND  TACTICS  OF  BASKET-BALL  * 

Origin,  Development,  and  Characteristics  of  the  Game: 
Basket-ball  is  distinctly  an  American  game,  having  been 
invented  by  Dr.  James  A.  Naismith  of  Springfield  Y.  M.  C.  A. 
College  in  1892.  It  has  been  gradually  developed  to  its  present 
standardized  form  and  has  become  our  greatest  indoor  game. 

*  Prepared  by  Mr.  Fred  W.  Luehring. 


264  Mass     Physical     Training 

Its  value  for  military  men  is  due  to  the  following  character- 
istics: (1)  It  is  a  highly  organized  fighting  team  game,  (2)  it 
can  be  played  in  military  costume,  (3)  the  necessary  equip- 
ment is  simple  and  inexpensive,  (4)  it  can  easily  be  played  out 
of  doors  or  indoors  and  during  all  the  seasons  of  the  year,  and 
(5)  it  is  primarily  a  game  for  men,  calling  for  a  high  degree  of 
phj'sical  vigor,  individual  initiative,  quickness  of  decision  and 
movement,  self-control,  endurance,  and  team  play. 

EQUIPMENT 

For  definition  and  description  of  the  necessary  standard 
equipment  for  playing  courts,  back  boards,  ball,  etc.,  see 
Official  Basket-ball  Rules  of  the  Joint  Committee. 

CLASS  FORMATIONS 

Use  the  squad  as  the  basic  unit  for  teaching  basket-ball. 
This  provides  for  five  (5)  players  on  a  team  and  three  (3)  sub- 
stitutes. Have,  if  possible,  at  least  one  ball  and  one  court  for 
each  two  squads.  If  you  have  less  equipment,  two  squads 
could  work  on  fundamentals  in  passing  and  handling  the  ball 
with  one  ball,  while  two  other  squads  are  using  the  court  with 
another  ball.  In  running  tournaments  the  court  can  be  used 
continuously  by  playing  15-minute  halves  with  15  minutes  inter- 
mission. Two  teams  playing  15  minutes  while  two  others  are 
having  their  intermission. 

For  platoons  or  large  units  multiply  equipment  for  squads. 
Have  squad  leaders  (non-commissioned  officers)  act  as  team 
captains  to  assist  in  maintaining  team  discipline,  to  make  sub- 
stitutions, and  to  assist  in  instruction. 

ORGANIZATION  OF  PLAYING  PERIOD 

Balanced  treatment  of  essentials  of  game  can  be  given  by 
organizing  the  basket-ball  practice  period  of  an  hour  as  follows : 

I.  Mass  instruction  on  fundamentals  of  (a)  handling  ball 
by  catching,  passing,  dribbling,  goal  shooting,  following  shots, 
(b)  individual  shiftiness  by  practicing  pivots,  change  of  pace, 
reverse  turn,  lunge  and  recovery,  etc.  and  combinations  of  (a) 
and  (b)  for  first  15  minutes. 


Strategy     and     Tactics  265 

II.  Mass  instruction  on  (a)  signals,  plays  from  center  and 
out-of-bounds,  (b)  a  systematic  general  method  of  advancing 
ball  towards  the  goal  during  scrimmage  or  game  other  than 
plays  from  center  and  out-of-bounds,    (c)   a  brief  review  of 
fundamentals  of  individual  defense  and  team  systems  of  defense 
for  second  15  minutes. 

III.  Scrimmage  or  game  for  next  two  periods  of  fifteen 
minutes  or  ten -minute  periods  with  five-minute  intermission. 
During  intermission  correct  errors  in  individual  and  team  play 
and  explain  strategy  of  individual  and  team  play.    When  prac- 
ticing fundamentals  under  (I)  and  (II)  work  may  be  varied 
by  practicing  first  without  opposition,  second  with  mild  opposi- 
tion, and  third  with  real  opposition.     When  the  team  has 
developed  to  the  point  where  they  participate  in  regular  match 
games  or  tournaments,  practice  on  fundamentals  should  be 
continued  as  a  warming-up  process,  but  reduced  to  about  15 
minutes,  consisting  of  field  and  foul  goal-throwing,  with  passing 
and  dribbling. 

Mass  methods  of  instruction  can  be  carried  still  further  by 
appointing  a  Field  Officer  as  official  time-keeper,  who  indicates 
beginning  and  end  of  each  period  for  any  number  of  units  by 
distinctive  signal,  such  as  a  pistol  shot.  The  same  system 
of  time  keeping  can  be  followed  for  a  series  of  games  on 
adjoining  courts  by  modifying  playing  rules  so  as  to  eliminate 
the  usual  time  out,  or  calling  one  or  more  fouls  on  a  given  team 
for  taking  time  out,  and  by  permitting  unlimited  re-substitution, 
thereby  permitting  substituting  back  and  forth  in  cases  of 
injury  or  fatigue. 

Still  another  method  of  mass  basket-ball  can  be  used,  (1)  by 
playing  a  larger  number  of  players  on  a  given  side,  or  (2)  by 
playing  a  larger  number  of  players  on  each  side,  and  playing 
two  balls  simultaneously  on  a  given  court. 

HANDLING  THE  BALL 

Every  team  should  be  thoroughly  and  frequently  drilled  in 
the  best  methods  of  handling  the  ball.  This  includes  passing, 
catching,  dribbling  and  goal-shooting.  Every  player  should 


266  Mass     Physical     Training 

have  daily  practice  in  passing.  The  long  pass,  the  short  pass, 
the  backward  pass  and  the  bounce  pass  are  different  kinds  of 
passes  which  a  player  should  master.  The  long  pass  should  be 
made  in  an  overhand  manner.  This  makes  it  more  difficult  to 
block  and  more  easy  to  catch.  A  short  pass  should  be  practiced 
both  overhand  and  underhand.  The  backward  pass  is  used  in 
case  he  reverses  or  pivots  and  passes  the  ball  away  from  his 
goal  to  a  team  mate  who  comes  dashing  in  to  meet  it.  The 
bounce  pass  is  a  very  quick  and  effective  method  of  getting  the 
ball  to  a  team  mate  when  it  must  pass  an  opponent  who  stands 
between  them.  Every  player  should  be  taught  how  to  pass 
both  one-handed  and  two-handed.  A  two-handed  pass  is  per- 
haps the  most  accurate  and  least  subject  to  fumbling.  The 
dribble  is  a  valuable  method  of  advancing  the  ball  by  individual 
efforts.  The  ball  should  be  pushed  rather  than  slapped,  and 
the  bounces  should  be  high  in  order  that  the  dribbler  may  at 
all  times  have  a  clear  vision  of  the  field  before  him.  Every 
player  should  be  able  to  dribble  with  either  hand  alone  or 
alternately.  The  dribble  is  an  excellent  play  to  use  when  you 
have  the  ball  in  your  possession  and  there  is  no  one  between 
you  and  the  goal.  It  is  also  a  valuable  method  of  advancing 
the  ball  at  any  time  when  your  team  mates  are  closely  guarded. 
When  a  player  dribbles  towards  the  goal,  his  team  mates  should 
dash  out  of  his  path,  drawing  their  opponents  with  them, 
thereby  giving  him  an  open  field.  The  dribble  should  not  be 
used  when  a  pass  is  possible,  the  latter  being  much  faster.  Too 
much  dribbling  has  a  tendency  to  kill  team  work  and  to 
encourage  individual  play.  Never  dribble  when  closely  sur- 
rounded by  opponents. 

FIELD  GOAL-SHOOTING 

Goal-shooting  is  one  of  the  most  important  features  of 
basket-ball.  Every  player  should  have  daily  practice  in  the 
best  methods  of  putting  the  ball  in  the  basket.  When  dribbling 
near  to  the  basket  to  score,  pick  the  ball  up  with  both  hands, 
having  one  hand  under  the  ball  and  the  other  on  top  of  it. 
Bring  the  ball  forward  and  upward,  spring  into  the  air  and 


Strategy     and     Tactics  267 

follow  the  shot  with  the  upper  hand  only,  shooting  with  an 
overhand  push.  In  dribble  shots  it  is  best  to  approach  the 
basket  from  the  side  and  to  bank  the  ball  against  the  back- 
board. Keep  your  eye  on  the  spot  you  wish  to  hit  until  after 
the  ball  has  entered  the  basket.  The  straight  push  is  more 
accurate  than  a  lift,  toss,  or  hook.  When  not  shooting  from 
dribble,  it  is  best  to  pick  the  ball  up  with  one  hand  on  each 
side,  thumbs  pointing  towards  each  other,  then  shoot  in  an 
overhand  manner,  pushing  the  ball  upward  in  front  of  the  eyes 
to  a  considerable  height  above  the  basket,  so  that  the  ball  will 
approach  the  basket  with  a  long  downward  movement.  By  so 
doing  it  will  be  found  that  as  the  ball  strikes  the  rim,  it  may 
still  tip  inward,  its  momentum  carrying  it  through  the  basket, 
otherwise  it  is  likely  to  rebound  well  up  into  the  air  making  it 
easy  to  follow.  In  following  high  shots  and  long  shots,  be  sure 
to  follow  late  in  order  that  you  may  push  the  ball  upward  when 
you  have  attained  your  highest  position  above  the  floor.  Fol- 
lowing late  also  makes  it  possible  to  see  in  which  direction  the 
ball  is  bounding  from  the  rim,  thus  increasing  the  chances  of  a 
successful  follow  shot.  In  shooting  a  goal,  the  ball  should  reach 
its  highest  point  about  half  way  between  the  thrower  and  the 
basket.  Practice  shots  from  near  the  basket,  and  then  from 
different  distances  and  different  angles  of  the  court. 

FREE  THROWING 

Every  basket-ball  player  should  practice  free  throwing, 
i.e.,  shooting  goals  from  the  foul  line.  Free  throws  figure  in 
practically  every  game,  and  sometimes  comprise  the  largest 
part  of  the  score.  Several  methods  of  shooting  free  throws 
are  prevalent. 

1.  The  oldest  and  most  common  method  is  that  in  which 
the  free  thrower  assumes  a  position  with  feet  spread  in  stride- 
stand  position.  The  ball  is  held  with  both  hands,  one  on  each 
side,  the  lacing  upward.  The  throw  is  an  underhand  shot 
made  by  first  bending  the  knees  and  starting  the  ball  low 
down,  and  then  straightening  the  legs  smartly  while  lifting 
the  ball  upward  and  forward  two  or  three  feet  above  the 


268  Mass    Physical     Training 

basket  so  that  it  will  enter  the  goal  with  a  distinct  down- 
ward flight. 

2.  Another  method,  also  widely  used,  is  similar  to  field 
goal-shooting  by  the  overhand  method ;  the  feet  may  be  slightly 
separated  or  one  foot  may  be  advanced  slightly.     The  knees 
are  bent  to  about  half  squat  position  then  straightened  smartly 
and  the  ball  is  pushed  upward  and  forward  on  a  line  starting 
directly  in  front  of  the  eyes  so  that  the  ball  is  pushed  about 
three  or  four  feet  higher  than  the  basket,  and  so  that  it  will  have 
a  distinct  downward  drive  on  entering  the  basket.     In  this 
throw,   the  ball   is  held   with  both  hands,   thumbs  pointing 
towards  each  other  and  elbows  at  the  sides. 

3.  A  third  method  which  is  gaining  in  favor  consists  of  a 
combination  of  the  above  two  methods.     The  free  thrower 
usually  stands  with  one  foot  slightly  advanced,  and  the  throw  is 
made  with  a  half -lift  and  half  push  forward.     In  this  method 
the  best  throwers  raise  the  ball  just  enough  to  carry  it  over  the 
rim  of  the  basket.     Several  of  the  most  able  free  throwers  of 
the  Eastern  Inter-Collegiate  Basket-ball  League  have  been 
using  this  method  in  recent  years.    Its  chief  disadvantage  lies 
in  the  fact  that  in  case  the  throw  is  missed,  it  is  difficult  to 
follow  because  of  the  lack  of  height. 

FUNDAMENTAL  PLAYS  FOR  DEVELOPING  INDIVIDUAL 
AND  CONCERTED  SCORING  POWER 

Put  each  set  of  two  squads  through  a  drill  consisting  of  the 
following  typical  maneuvers: 

1.  Dribble  one  bounce  and  shoot.  While  each  member  of 
squad  No.  1  is  taking  his  turn  in  this  play  from  one  side  of  the 
basket,  the  corresponding  player  of  squad  No.  2  stationed  at 
the  opposite  side  of  the  basket  follows  the  shot,  prepared  to 
score  should  player  No.  1  of  squad  No.  1  miss.  When  each 
player  of  squad  No.  1  has  had  an  opportunity  to  dribble,  and 
each  corresponding  player  of  squad  No.  2  has  followed  a  shot, 
change  positions  of  squads,  having  squad  No.  1  follow  and 
squad  No.  2  dribble.  Next  repeat  on  opposite  side  of  basket, 
giving  men  experience  in  shooting  and  following  from  each 


Strategy     and     Tactics  269 

side.     Follow  this  general  method  for  each  of  the  succeed- 
ing plays. 

t 

0 


o 

0 

o 
o 
o 
o 

0 

o 

#1  #2 

0 
I 

2.  Dribble,  one  bounce,  lunge,  recovery,  shoot. 

3.  Dribble,  one  bounce,  lunge,  pivot  outward  and  shoot. 

4.  Pivot,  dribble  and  shoot. 

5.  Pivot,  dribble,  lunge,  recovery,  and  shoot. 

6.  Shoot  and  follow  from  different  distances  and  positions 
of  floor.    One  man  shoots,  two  follow. 

7.  Feint  shot,  pivot,  and  dribble  in,  and  shoot  when  imagi- 
nary opponent  jumps  in  air  to  block  feint  shot. 

8.  Dribble  one  bounce,  lunge,  pivot,  and  make  backward 
pass  to  team  mate  who  comes  to  meet  pass  and  shoots. 

9.  No.  1  of  team  No.  2  cuts  for  basket,  using  change  of 
pace;  No.  1  of  team  No.  1  passes  the  ball  to  former  when 
former    arrives    in   strategic   position.      First    player  shoots, 
both  follow. 

These  fundamental  methods  of  developing  shiftiness  and 
scoring  power  are  of  immense  value.  When  thoroughly  mas- 
tered they  bring  rich  returns  in  individual  strategy.  When 
dribbling,  pivoting,  lunging,  or  dodging,  it  is  important  to 
keep  low  by  keeping  knees  slightly  bent  and  body  bent  for- 
ward at  hips. 


270 


Mass     Physical     Training 


SIGNAL  PLAYS  FROM  CENTER  WHEN  YOUR  CENTER 
IS  GETTING  THE  TIP-OFF 

The  basket-ball  team  should  have  a  few  plays  from  center. 
Three  or  four  are  usually  enough.  Many  more  may  be  tried, 
but  only  those  should  be  retained  which  the  team  thor- 
oughly masters. 

It  will  be  found  advantageous  to  precede  each  play  by  a 
distinctive  signal.  In  recent  years  it  has  become  quite  cus- 
tomary for  one  of  the  forwards  to  give  the  signals,  since  these 
players  are  easily  visible  when  the  ball  is  put  in  play.  By 
having  one  of  the  forwards  give  the  real  signals  and  the  other 
fake  signals,  it  will  be  more  difficult  for  the  opponents  to 
detect  your  code. 

The  following  are  three  typical  plays  which  might  be  used 
in  putting^the  ball  in  play  from  center  when  your  side  is  getting 

the  tip-off. 

I.  Forward  to  Forward 


OX 


xo 


X  -  offense 
0  -  defense 

-  direction 
of  player 


pass 


1.  Suggested    signal:     Eight    forward    stands    with    right 
foot  advanced. 

2.  Center  tips  ball  to  right  and  slightly  forward. 

3.  Left  forward  crosses  over,  getting  the  ball.     If  not  too 
closely  pursued,  he  immediately  dribbles  into  the  basket  or 
shoots  and  follows. 

4.  Right  forward  dashes  over  into  left  forward's  position  as 
the  ball  is  tossed  up  at  center,  thereby  drawing  his  opposing 
guard  to  the  opposite  side  of  the  floor.  Right  forward  reverses 


Strategy     and     Tactics 


271 


sharply,  being  prepared  to  receive  a  pass  from  the  left  forward, 
upon  the  receipt  of  which  he  should  shoot  and  follow,  or  pivot 
and  dribble  in  more  closely  for  a  shot. 

5.  The  center  delays  momentarily  after  tipping  the  ball, 
then  dashes  to  the  left,  drawing  his  opponent  away  from  the 
ball  and  follows  the  shot  of  the  forwards. 

6.  The  floor  guard  or  the  guard  who  has  the  most  ability  in 
working  the  ball  up  the  floor  and  who  is  the  best  shot,  trails 
15  or  20  feet  back  of  the  other  three  players,  being  prepared 
to  receive  a  backward  pass  from  them  should  anyone  of  them  be 
unable  to  advance  the  ball. 

7.  The  remaining  guard  stays  well  back,  being  prepared  to 
ward  off  any  sudden  attack  by  the  opponents  in  case  his  own 
side  loses  the  ball. 

II.  Forward  to  Center 


OX 


XO 


1.  Suggested  signal:   Right  forward  brushes  hair  back  with 
right  hand. 

2.  Center  tips  ball  to  left. 

3.  Left  forward  gets  ball  either  on  the  fly  or  on  the  bounce 
and  passes  it  to  center  who  has  quickly  dashed  out  into  right 
forward's  position  the  latter  having  cut  across  the  floor  drawing 
his  guard  with  him  into  the  left  forward's  position. 

4.  Center  dribbles  in  and  shoots.    All  three  follow, 

5.  The  guards  play  as  in  play  No.  1, 


272  Mass     Physical     Training 

III.    Forward  to  Guard  to  Guard. 


1.  Suggested  signal:   Right  forward  places  right  hand  on 
his  right  knee. 

2.  Center  tips  ball  to  left. 

3.  Left  forward  dashes  in  getting  the  ball  and  passing  it 
directly  into  the  hands  of  the  left  guard  who  has  remained  well 
back  in  the  opponent's  territory. 

4.  Right  forward  again  dashes  across  to  left  forward's  posi- 
tion as  in  the  preceding  plays. 

5.  Right  guard  remains  stationary  until  he  sees  that  his  own 
left  forward  has  secured  possession  of  the  ball  on  the  tip-off, 
then  he  dashes  at  full  speed  down  the  side  lines,  cutting  in 
sharply  towards  the  basket  when  he  is  on  a  line  with  the  foul 
circle.    By  this  time  he  should  have  a  good  lead  on  his  oppo- 
nent.    Consequently,  he  eases  up  to  receive  a  long  pass  from 
the  left  guard.     He  dribbles  in  and  shoots. 

6.  The  center  waits  until  his  left  guard  has  received  the 
ball,  then  he  cuts  sharply  to  the  left  and  follows  right  guard's 
shot  along  with  right  forward. 

7.  Right  forward  and  left  guard  play  it  safe  in  the  back 
field.     Numerous  other  plays  will  suggest  themselves.     In  all 
plays  it  will  be  found  advisable  to  clear  a  strategic  spot  near 
the  basket  into  which  a  certain  player  can  dash,  having  first 
eluded  his  opponent  by  change  of  pace  or  other  strategy.     His 
team  mates  pass  the  ball  to  him  at  the  opportune  moment, 
enabling  him  to  shoot  with  little  or  no  opposition,    Every  shot 


Strategy     and     Tactics  273 

for  a  goal  should  be  followed  in  turn  by  two  or  three  players 
who  compose  the  team's  chief  offensive  power.  The  remaining 
two  players  act  as  trailers  in  a  kind  of  secondary  line,  which 
enables  them  to  defend  the  back  field  in  case  of  a  fumble  or 
misplay,  and  also  enables  them  to  receive  a  backward  pass 
should  one  of  the  forward  players  become  cornered  with  the  ball. 

SIGNAL  PLAYS  FROM  CENTER  WHEN  OPPONENTS 
ARE  GETTING  THE  TIP-OFF 

While  most  teams  are  prepared  with  signal  plays  from 
center  when  their  own  center  is  getting  the  jump,  few  teams 
realize  the  possibilities  of  signal  plays  even  when  the  opponents 
are  getting  the  toss.  Forward  to  forward  plays  are  practically 
impossible  under  these  circumstances.  However,  forward  to 
center,  and  forward  to  guard  to  guard  plays  are  easily  possible. 
The  procedure  is  as  follows:  Whenever  the  opposing  center  is 
getting  the  jump  have  both  of  your  forwards  come  in  with  the 
utmost  speed,  each  being  prepared  to  secure  the  ball  should  it 
be  tipped  to  his  side.  If  a  forward  to  center  play  is  desired  the 
signal  for  such  play  is  given,  after  which  the  forward  who 
receives  the  ball  at  center  passes  it  to  the  center  on  the  opposite 
side  as  in  signal  plays  indicated  above.  If  a  forward  to  guard 
to  guard  play  is  desired,  both  forwards  again  come  in  sharply. 
The  forward  who  secures  the  ball  passes  it  directly  to  the  guard 
on  the  same  side,  who  in  turn  makes  a  long  pass  to  the  other 
guard  who  has  dashed  down  the  side  of  the  field  as  explained 
in  a  previous  guard  play. 

PLAYS  FROM  OUT-OF-BOUNDS 

Every  team  should  have  one  or  two  good  plays  from  out-of- 
bounds.    The  following  two 
are  good  examples: 


I.  Ball  is  out-of-bounds 
on  side  of  court. 

1.  Suggested  signal:  Sup- 
posing right  forward  has  the 


X 

F 


274 


Mass     Physical     Training 


ball  out-of-bounds.     He  secures  it  quickly,  holding  it  on  his 
right  side. 

2.  The  center  lines  up  immediately  on  the  opposite  side  of 
the  court,  and  the  left  forward  lines  up  near  the  spot  where  the 
ball  is  out-of-bounds. 

3.  As  soon  as  the  right  forward  is  ready  to  pass  the  ball  in, 
the  other  two  players  crisscross  as  indicated  in  the  diagram. 
The  ball  is  passed  to  the  center,  who  comes  to  get  the  pass. 
After  passing  the  ball,  the  right  forward  hesitates  momentarily, 
then  dashes  sharply  for  the  basket,  receiving  a  return  pass  from 
the  center,  who,  after  making  the  return  pass,  continues  straight 
forward  a  few  steps,  delaying  the  right  forward's  opponent 
momentarily. 

II.  This  play  starts  the  same  as  No.  1,  but  ends  differently. 
The  right  forward  passes  the  ball  to  the  left  forward,  who  has 
circled  across  the  court,  receiving  the  ball  as  he  is  approaching 
the  basket. 

III.  Suppose  the  center  has  the  ball  out-of-bounds  at  the 
end  of  the  court  near  his  own  basket. 


0 
X 


1.  Right  and  left  forwards  instantly  take  positions  15  or  20 
feet  back  in  the  field  of  play  and  on  opposite  sides  of  the  court. 

2.  Just  before  the  ball  is  to  be  passed  in  either  (a)  crisscross 
sharply  towards  the  goal,  the  ball  being  passed  to  the  one  who 


Strategy     and     Tactics 


275 


has  the  biggest  lead  on  his  opponent,  or  (b)  dash  straight  for  the 
basket,  the  ball  being  passed  to  the  one  having  the  biggest 
lead,  or  (c)  one  of  the  guards  comes  down  the  floor  about 
15  or  20  feet  back  of  the  forwards,  prepared  to  receive  the 
ball  and  to  shoot  or  dribble  in,  in  case  the  forwards  are  too 
closely  guarded. 

SYSTEMATIC    METHODS    OF    OFFENSE    OTHER    THAN 
SIGNAL  PLAYS  FROM  CENTER  AND  OUT-OF-BOUNDS 

Each  team  should  have  definite  and  simple  systems  of 
advancing  the  ball  towards  the  opponent's  goal  from  any  part 
of  the  floor.  Various  effective  methods  have  been  evolved. 

One  of  the  best  methods  is  that  of  three  men  going  down 
the  floor  followed  by  a  guard  who  acts  as  trailer.  This  may  be 
conducted  somewhat  as  follows: 


The  center  advances  down  the  middle  of  the  court  with  one 
forward  on  each  side  of  him  near  the  side  lines.  They  advance 
the  ball  between  them  by  passing  to  each  other  as  they  dash 
down  the  field  in  short  spurts  and  crisscrosses.  The  dribble  is 
also  employed  whenever  it  appears  to  advantage  to  do  so. 
One  guard,  who  acts  as  trailer,  follows  about  15  or  20  feet 
back  of  the  forward  line,  shifting  from  side  to  side  so  as  to 
keep  as  much  as  possible  directly  back  of  the  man  with  the 
ball.  If  the  man  with  the  ball  is  stopped  or  cornered,  and  can- 


276  Mass     Physical     Training 

not  pass  to  another  man  of  the  forward  line  of  offense,  he 
wheels  about  and  passes  the  ball  back  to  the  trailer,  who  comes 
forward,  catching  the  ball  on  the  run.  The  trailer  may  return 
the  ball  to  someone  in  the  front  line  or  he  may  dribble  forward 
as  far  as  possible,  entering  the  front  line  himself,  in  which  case 
the  man  from  whom  he  received  the  ball  takes  the  trailer 
position  until  the  guard  returns  to  his  post.  The  remaining 
guard  follows  the  play  from  a  point  still  further  back,  securing 
his  team  against  a  quick  attack  by  the  opponents  in  case  of 
loss  of  the  ball.  This  method  of  attack  may  also  be  varied 
slightly  by  having  both  guards  alternately  take  part  in  the 
forward  line  while  one  of  the  forwards  or  the  center  acts 
as  trailer. 

Another  systematic  method  of  offense  which  is  particularly 
effective  is  sometimes  called  a  defensive  offensive.  It  is  played 
with  a  circular  formation,  three  players  circling  about  one  of 
their  team  mates,  who  acts  as  pivot  man  with  the  ball.  The 
remaining  player  acts  as  trailer.  This  circular  formation  gets 
under  way  in  the  back  part  of  the  court,  the  ball  being  passed 
back  and  forth,  but  kept  in  the  hands  of  the  pivot  man  most 
of  the  time,  the  intention  being  to  draw  the  opponents  out 
from  under  your  goal  and  well  into  the  back  of  the  court, 
and  to  get  them  following  their  opponents  around  the  circle. 
Suddenly  a  player  of  the  offense,  having  eluded  his  opponent 
by  a  quick  pivot  or  reverse,  or  other  form  of  strategy,  dashes 
down  field  towards  his  goal  and  receives  the  ball  on  a  long 
pass  from  the  pivot  man  and  scores  before  his  opponent  can 
overtake  him. 

This  style  of  play  can  be  made  very  effective  with  practice. 
The  players  may  take  turns  in  acting  as  pivot  man  or  in  any 
other  position.  If  cornered  with  the  ball,  pass  it  backward  to 
a  team  mate  who  comes  to  meet  it.  The  man  who  passed  it 
then  takes  up  his  position  in  the  back  court,  first  as  trailer, 
then  in  the  circle  or  the  pivot  position. 

This  method  of  offense  is  also  particularly  effective  if  your 
team  is  in  the  lead  in  the  last  few  minutes  of  play.  The  ball  is 
kept  safely  in  your  possession  in  the  back  court,  every  effort 


Strategy     and     Tactics 


277 


being  made  to  keep  it  away  from  the  opponents  by  shifting 
about  the  circle  and  back  and  forth  to  the  position  of  trailer 
or  pivot.  Should  the  opponents  all  come  down  the  field,  one 
man  at  a  time  tries  to  beat  his  man  down  the  field  so  as  to 
receive  a  long  pass,  which  may  be  converted  into  a  sure  goal. 


\ 


0  -   defense 
X  -   offense 


The  pivot  man  uses  careful  judgment  and  passes  the  ball  down 
the  court  only  when  he  sees  that  the  man  who  has  gone  down 
has  practically  a  sure  chance  to  score.  Loss  of  the  ball  gives 
the  opponents  an  opportunity  to  score.  This  must  be  pre- 
vented by  all  legitimate  means.  Every  effort  is  made  therefore 
to  keep  the  ball  away  from  the  opponents,  passing  it  back  and 
forth  in  the  back  part  of  the  court  and  trying  for  goal  only 
when  an  unusual  opportunity  presents  itself.  This  style  of 
play  is  particularly  effective  in  keeping  possession  of  the  ball, 
It  is  however,  not  designed  to  run  up  large  scores. 

SYSTEMATIC  METHODS  OF  DEFENSE 

Every  player  should  be  trained  in  the  fundamentals  of  in- 
dividual and  team  defense.  In  individual  defense  it  is  necessary 
to  follow  the  fundamental  principles  of  (1)  keep  between  your 
opponent  and  his  goal  and  (2)  keep  on  your  toes. 

Each  team  should  also  be  taught  one  or  more  systematic 
methods  of  defense.  One  of  the  best  methods,  and  one  which  is 


278 


Mass     Physical     Training 


widely  followed,  is  called  five  men  on  defense.     It  is  played 
as  follows: 


6 

0 

0 

0         0 

0 

X 

X 

X 

X 

9       x 

After  the  ball  is  lost  to  the  opponents  under  your  own  goal, 
immediately  draw  your  own  five  players  back  about  one-third 
the  distance  to  the  opponent's  basket  and  line  them  up  across 
the  floor.  This  alignment  must  be  placed  so  that  the  oppo- 
nents will  be  headed  off  before  they  get  within  shooting  dis- 
tance of  their  goal.  As  an  opponent  approaches  to  or  beyond 
this  alignment,  each  man  of  the  defense  takes  his  own  opponent 
on  offense  and  sticks  with  him.  In  this  way  it  will  be  possible 
to  cover  the  opponents  closely  when  they  get  within  shooting 
distance,  thereby  causing  them  to  resort  to  wild  or  hurried 
long  shots. 

A  variation  of  this  method  which  is  also  extensively  fol- 
lowed is  that  of  five  men  back  on  defense,  but  having  each  man 
take  the  opponent  nearest  him  as  they  come  down  the  floor. 
While  this  simplifies  the  amount  of  shifting  a  given  player  must 
do,  it  calls  for  much  greater  versatility  in  guarding,  since  a 
given  player  must  be  familiar  with  the  style  of  play  of  every 
member  of  the  opposing  team. 

A  third  method  of  defense  is  that  of  covering  your  oppo- 
nents all  over  the  floor.  This  is  particularly  effective  if  you 
have  a  fast  and  shifty  team,  since  it  crushes  the  opposing 
offense  before  it  gets  well  under  way.  If  the  opposing  forwards 
are  fast,  however,  and  your  own  guards  are  slow,  the  opponents 
will  have  the  advantage  in  this  style  of  play  because  they  can 
beat  the  guards  down  the  floor. 


Strategy     and     Tactics  279 

OFFICIATING 

Basket-ball  is  more  difficult  to  officiate  than  any  other 
highly  organized  game.  In  fact  poor  officiating  is  the  chief 
obstacle  to  the  successful  progress  of  the  game.  Good 
officials  can  be  developed,  and  they  can  be  developed  in  the 
army  as  well  as  in  civil  life.  Each  coach  should  call  for  volun- 
teer officials.  If  sufficient  candidates  do  not  respond,  additional 
men  should  be  appointed.  These  men  should  be  fast  since 
they  cover  nearly  as  much  territory  as  the  players.  Officials 
should  have  good  eyesight,  be  cool-headed,  and  should  have 
good  voices.  They  should  be  able  to  render  quick  and  accurate 
decisions.  Every  official  should  be  a  master  of  the  Official 
Rules  as  laid  down  by  the  Joint  Basket-ball  Rules  Committee. 


CHAPTER  XIV 
CAMP  ATHLETIC   ORGANIZATION 

The  great  contribution  which  general  participation  in  com- 
petitive athletics  makes  to  the  physical  efficiency,  morale,  and 
esprit  de  corps  of  a  command  justifies  the  adoption  of  special 
methods  for  the  promotion  and  administration  of  athletic  con- 
tests of  all  sorts  among  the  soldiers.  Every  effort  should  be 
made  to  organize  teams  on  a  basis  which  will  include  every 
soldier  in  some  form  of  competitive  sport,  and  which  will  instil 
in  him  a  pride  in  his  own  efficiency  and  in  the  athletic  standing 
of  his  unit.  The  weaker  and  less  aggressive  members  of  the 
units  should  be  encouraged  to  take  part  in  some  competition. 

The  spirit  of  rivalry  in  physical  efficiency  grades  and  in  the 
various  branches  of  sport  should  be  stimulated  among  platoons, 
companies,  and  other  units. 

The  athletic  work  in  the  formal  drill  period,  the  supervised 
athletic  games,  and  the  highly  organized  competitive  games 
should  all  be  coordinated  to  this  end,  and  can  be  handled  most 
satisfactorily  by  a  definite  organization  which  may  be  called 
the  Camp  Athletic  Council.  The  physical  and  bayonet  training 
officer  will  naturally  be  a  very  important  member  of  this  group. 

The  Council  should  consist  of  a  chairman  appointed  by  the 
commanding  officer,  the  physical  and  bayonet  training  officer, 
the  education  and  recreation  officer,  and  a  representative  from 
each  regiment  or  similar  unit  in  the  camp. 

The  Camp  Athletic  Council  should  elect  a  secretary  and  a 
treasurer  who,  together  with  the  Chairman,  the  Physical  and 
Bayonet  Training  Officer,  and  the  Education  and  Recreation 
Officer  should  form  an  Executive  Committee. 

Meetings  of  the  Council  should  be  held  weekly  or  by  call  of 
the  chairman. 

The  treasurer  should  handle  all  the  athletic  moneys  of  the 
entire  camp  from  whatever  source  they  may  be  derived. 

280 


Camp    Athletic    Organization  281 

All  proposed  expenditures  should  be  authorized  by  the  Camp 
Council,  or  by  the  Executive  Committee,  and  approved  for 
payment  by  the  chairman  of  the  Council  before  being  paid  by 
the  treasurer.  A  thoroughly  up-to-date  system  of  bookkeep- 
ing and  banking  should  be  adopted,  somewhat  along  the  line 
in  force  in  the  Post  Exchange.  All  moneys  should  be  deposited 
in  the  bank  and  all  bills  paid  by  check.  The  accounts  should 
be  audited  each  month  by  the  official  camp  auditor,  and 
a  financial  statement  properly  audited  should  be  made  a 
part  of  the  treasurer's  records  and  a  copy  furnished  to  the 
camp  commander. 

The  Camp  Athletic  Council  should  assume  the  responsi- 
bility of  securing  all  athletic  equipment,  whether  by  purchase  or 
by  issue  from  the  Athletic  Subsection  of  the  Education  and 
Recreation  Branch,  the  War  Plans  Division  in  Washington,  and 
shoiild  supervise  the  distribution  of  this  equipment  among  the 
teams  representing  the  different  units  in  camp,  so  that  it  will 
be  put  to  the  best  possible  use.  This  plan  of  securing  athletic 
equipment  will  prevent  a  great  deal  of  waste  which  attends  the 
purchase  of  equipment  of  varying  prices  from  various  dealers. 
Much  better  terms  can  be  obtained  when  the  local  dealers 
know  that  all  purchases  must  be  made  through  one  official  in 
a  given  camp. 

Each  regiment  should  have  an  athletic  council  consisting  of 
a  chairman,  appointed  by  the  regimental  commander,  and  one 
officer  from  each  company.  The  camp  athletic  treasurer 
should  have  charge  of,  and  be  responsible  for,  all  money  belong- 
ing to  each  regimental  council.  The  funds  of  each  regiment 
should  be  carried  on  a  separate  account. 

Each  company  should  have  an  athletic  committee  composed 
of  an  officer  as  chairman,  and  an  officer,  a  non-commissioned 
officer,  or  a  good  private  to  represent  each  branch  of  sport 
organized  in  the  company. 

All  athletic  schedules  and  policies  suggested  by  regimental 
and  company  athletic  committees  must  be  submitted  to  the 
camp  athletic  council  and  approved  by  it  before  being  put 
into  effect. 


282  Mass     Physical     Training 

The  physical  training  officer  should  with  the  cooperation 
of  the  camp  athletic  council  and  the  athletic  committees  of  each 
company  promote  periodical  contests  among  the  squads, 
platoons,  and  companies  in  the  physical  efficiency  tests.  This 
officer  should  also  make  provision  for  the  assistance  of  the 
athletic  representatives  of  the  various  units  in  the  organization 
and  conduct  of  athletic  contests,  and  for  such  supplementary 
training  as  may  be  necessary  to  enable  the  weaker  members  of 
given  units  to  pass  the  individual  physical  efficiency  tests. 

A  program  of  athletic  activities  conducted  by  the  camp 
athletic  authorities  along  the  lines  indicated  will  prpve  to  be  of 
great  value  in  promoting  physical  efficiency  and  contentment, 
as  well  as  affording  a  healthful  form  of  recreation  for  the  soldier 
during  his  leisure  time. 


The  Infantry  Journal 

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INFANTRY  ASSOCIATION 

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A  monthly  magazine  that  gives  its  readers  the  best 
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Included  in  the  pages  of  the  INFANTRY  JOURNAL  is  a  de- 
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which  has  for  its  objects, 

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Reserve  Officers  of  Infantry,  with  a  view  to  keeping  them 
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Company  Administration 

BASED   ON 

SPECIAL  REGULATIONS  No.  57 

WAR  DEPARTMENT,  1919 

Cloth  Bound — 248  Pages 

FITS   THE  NEW  FIELD   DESK 

Price  $2.50,  Postpaid 

To  the  original  text  of  Special  Regulations  No.  57  there 
has  been  added  a  copy  of  all  the  Blank  Forms  used  in  the 
Administration  of  a  Company,  Troop  or  Battery. 

These  forms  are  all  made  out  and  inserted  in  their  proper 
place  in  the  book. 

Five  appendices  have  been  added,  which  make  the  book 
absolutely  complete  in  all  its  details. 

CONTENTS  OF  APPENDICES 

APPENDIX  I. 

A  list  of  all  authorized  abbreviations  as  published  in  Special 
Regulations  No.  56,  1919. 

APPENDIX  II. 

Extracts  from  the  Table  of  Basic  Allowances  pertaining  to 
Company  Administration.  Circular  377,  1919,  as  amended 
by  Circular  449,  1919,  War  Department. 

APPENDIX  III. 

Government  (War  Risk)  Insurance  and  Family  Allowances. 
Text  gives  complete  details.  All  Blank  forms  made  out  in 
accordance  with  the  latest  rulings. 

APPENDIX  IV. 

Changes  in  Army  Regulations  regarding  the  Survey  of 
Property.  Complete  and  up  to  date. 

APPENDIX  V. 

Complete  list  of  Changes  in  Army  Regulations  since  the  re- 
vision in  1917.  List  of  Changes  in  Compilation  of  Orders. 

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Thirty-Minute 
Talks— 

BY 

MAJOR  M.  B.  STEWART 

AND 

MAJOR  W.  H.  WALDRON 

Cloth  Bound— 387  Pages 

Explaining  is  half  the  work  of  instructing.  Talk  saves  work — 
when  it  is  the  right  kind  of  talk.  For  the  instructor,  explaining — 
talking,  is  the  hardest  part,  because  it  means  constant  brushing  up, 
reading,  study,  thought  and  planning — all  of  which  takes  time,  and 
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THIRTY-MINUTE  TALKS  are  offered  as  time^avers  for  the 
instructor.  They  are  in  no  sense  treatises  of  the  subjects  considered — 
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The  subject-matter  of  the  Thirty -Minute  Talks  are  as  follows: 


Organization 
Training 
Instructing 
Physical  Development 
Close  Order  Drill 
Extended  Order  Drill 
Military  Courtesy 
Military  Discipline 
Care  of  Arms  and  Equip- 
ment 
Advance  Guards 


Outposts 

Scouting  and  Patrolling 
Combat 

Approach  March  and  De- 
ployment 
Musketry 

Orders  and  Messages 
Field  Fortifications 
Map  Reading 
Military  Sketching 
Contouring 


Price  $2.50,  Postpaid 


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SCOUTING  AND 
PATROLLING 

By  MAJOR  W.  H.  WALDRON 

Cloth  Bound — Fits  the  Pocket 

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What  to  Do  and  How  to  Do  It 

Just  the  book  you  need  to  prepare  for  the  work  of 
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Every  reserve  officer  should  have  a  copy  and  know 
its  contents. 

Comment  of  some  of  the  leading  officers  of  the  Army  : 

"I  have  a  copy  of  your  Scouting  and  Patrolling,  and  wish  every  other  person  in 
the  military  service  had  one.  You  have  presented  an  interesting  and  very  important 
subject  in  a  very  convenient  form.  There  is  no  subject  of  greater  importance.  I 
commend  your  little  book  to  all  officers  and  soldiers.  They  will  benefit  greatly  by  a 
careful  study  of  its  contents." 

"Your  little  book  on  Scouting  and  Patrolling  fills  a  long-felt  want.  I  congratu- 
late you  on  its  production.  It  gives  us  in  compact  form  and  excellent  arrangement, 
the  information  we  need  for  field  work,  and  includes  in  its  pages  some  chapters  on 
scouting  which  I  think  are  particularly  good.  I  should  like  to  see  this  text  in  the 
hands  of  all  of  the  troops  of  the  Regular  Army  and  National  Guard." 

"To  my  mind  it  is  the  best  book  on  the  subjects  covered  that  I  have  ever  seen. 
It  is  concise  and  yet  contains  what  is  necessary  for  the  scout  to  know.  A  great  deal 
of  useful  information  is  concentrated  in  a  very  handy  and  convenient  form,  and 
expressed  in  language  that  any  man  can  understand." 

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Platoon  Training 

BY 

MAJOR  WILLIAM  H.  WALDRON 

United  States  Army 

Cloth  Bound  Handy  Pocket  Size 

Published  in  Two  Volumes 

Price  $2.50  Per  Set,  Postpaid 

Platoon  Training  is  designed  to  place  in  the  hands  of 
platoon  leaders  and  noncommissioned  officers,  in  two  handy 
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CONTENTS 


VOLUME  II 

Training  Methods  in  Rifle  Firing 
Care  of  Arms  and  Equipment 
Browning  Automatic  Rifle 
Manual  of  Automatic  Pistol 
Rifle  Grenade  Training 
Hand  Grenade  Training 
Musketry 


VOLUME  I 

Infantry  Drill  Regulations 
Bayonet  Training 
Platoon  Inspection 
The  Infantry  Pack 
Tent  Pitching 
Minor  Tactics 
Military  Courtesy 
Interior  Guard  Duty 
Personal  Hygiene — First  Aid 
Field  Fortification 
Military  Signaling 
Military  Map  Reading 


More  Than  700  Pages  of  Up-to-the-Minitte  Training  Dope 

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TACTICAL  WALKS 


BY 

MAJOR  W.  H.  WALDRON 

United  States  Army 

Price  $1.50,  Postpaid 

Attention  —  Reserve  Officers  ! 

When  you  are  turned  out  for  your  15  days'  training,  your  work  in 
Minor  Tactics  will  be  conducted  by  means  of  Tactical  Walks.  Why 
not  prepare  for  this  ?  Why  not  get  a  little  ahead  of  the  game  ? 

Modern  warfare  demands  trained  officers  —  men  who  know  what  to 
do  and  how  to  do  it  ;  men  who  can  direct  the  tactical  work  of  other 
men.  Answer  these  few  simple  questions  to  yourself.  See  if  you 
measure  up  to  the  requirements: 

1.  Do  you  know  how  to  conduct  the  point  and  advance  party  of  an  advance  guard  ? 

As  commander  of  an  advance  party  do  you  know  what  to  do  when  the  advance 
guard  halts  ?    Would  you  know  what  to  do  if  you  should  meet  the  enemy  ? 

2.  Do  you  know  all  the  details  of  the  posting  of  an  outguard  and  sentinels  ?  Do  you 

know  how  to  conduct  the  operations  of  a  covering  detachment  ?  Do  you  know 
how  to  conduct  the  operations  of  an  outguard  ? 

3.  Do  you  know  how  to  handle  a  patrol  ?     Do  you  know  how  to  conduct  the  oper- 

ations of  a  visiting  patrol  ? 

4.  Would  you  know  how  to  establish  and  conduct  the  operations  of  a  detached  post  ? 

5.  Would  you  know  how  to  conduct  the  operations  of  a  flank  guard? 

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TACTICAL  WALKS  explains  and  illustrates  these  things  in  a 
practical  manner.  It  is  the  book  par  excellence  for  Reserve  Officer*. 
It  goes  into  the  practical  details  of  Minor  Tactics  and  tells  you  the 
things  you've  got  to  know  to  be  up  to  your  job. 

TACTICAL  WALKS  has  been  accepted  by  the  service  as  the 
standard  book  on  the  subject.  From  it  you  can  get  more  tactical 
information,  with  an  expenditure  of  less  time  and  effort,  than  from 
any  other  source. 

Order  your  copy  today.    Study  it  and  prepare  yourself  for  your  work  at  the 
Summer  Camps,  and  incidentally  for  advancement  when  the  time  comes. 

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The  American  Rifle 

BY 

LIEUT.  COL.  TOWNSEND  WHELEN 

General  Staff,  U.  S.  A. 

The  American  authority  on  the  subject  of  the  rifle 

A  COMPLETE  HISTORY  OF  ALL  AMERICAN  RIFLES — A  DE- 
SCRIPTION OF  ALL  MODERN  RIFLES,  THEIR  DESIGN, 
BALLISTICS,  AND  AMMUNITION — THE  SCIENCE'AND  PRAC- 
TICE OF  RIFLE  SHOOTING — PRACTICAL  INFORMATION  OF 
EVERY  KIND  FOR  THE  MILITARY  AND  CIVILIAN  RIFLE- 
MAN AND  SPORTSMAN. 

A  definitive  work  by  the  supreme  American  authority  on 
the  subject.  The  only  work  on  its  subject  in  existence,  on 
the  American  rifle  in  all  its  phases:  historical,  ballistic,  de- 
sign, operation,  practical  use,  etc.  Written  from  both  the 
civilian  and  military  standpoint,  in  a  clear,  untechnical  style, 
the  book  is  preeminently  practical  and  is  designed  to  give 
the  reader  every  scrap  of  available  information  on  the  subject 
of  the  selection  and  use  of  the  military  target,  or  sporting 
rifle.  "  The  American  Rifle"  is  a  life  work  which  has  been 
steadily  under  consideration  for  the  last  fifteen  years.  It  is  a 
work  for  every  military  man's  or  sportsman's  library.  It  is 
quoted  from  and  used  in  all  work  with  the  rifle.  No  rifleman 
can  afford  to  be  without  it.  It  will  save  him  months  of  work, 
and  many  dollars  in  completing  his  outfit.  The  book  is  very 
fully  illustrated  from  excellent  photographs  and  diagrams. 

Royal  8vo.     311  Illustrations.     Price,  $5.00 

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INFANTRY 
DRILL  REGULATIONS 

(PROVISIONAL) 

1919 
ILL  USTRA  TED  ANNOTA  TED 

FITS  THE  POCKET 

The  United  States  Infantry  Association  has  published  an 
edition  of  Part  I  of  the  New  Infantry  Drill  Regulations 
(Provisional),  1919. 

These  Regulations,  which  were  prepared  at  the  Head- 
quarters of  the  American  Expeditionary  Forces  in  France, 
have  been  adopted  by  the  War  Department  and  prescribed  for 
the  government  of  the  Military  Forces  of  the  United  States. 

There  is  also  included  in  this  volume  the  Chapter  on 
Ceremonies  and  Inspections  from  Part  II  of  the  Regulations . 

The  text  is  elaborately  illustrated  and  annotated. 

Price,   75  cents,  postpaid 


The  following  is  an  extract  from  G.  O.  106,  War  Department,  1919: 

GENERAL  ORDERS)  WAR  DEPARTMENT, 

No.  106  J  WASHINGTON,  August  28,  1919. 

****** 

Infantry  Drill  Regulations  (Provisional),  1919. —  1.  "Infantry  Drill  Regulations 
(Provisional),  American  Expeditionary  Forces,  1918,"  is  prescribed  provisionally 
for  the  information  and  government  of  the  Army  and  the  National  Guard  of  the 
United  States,  and  will  supersede  "Infantry  Drill  Regulations,  1911."  Such  inter- 
pretations of  these  regulations  as  may  be  necessary  to  adapt  the  drill  to  existing 
organizations  will  be  made  by  regimental  or  higher  commanders. 

2.  These  regulations  will  be  designated  as  "Infantry  Drill  Regulations  (Pro- 
visional), 1919." 

****** 

BY  ORDER   OF  THE  SECRETARY  OF  WAR: 
OFFICIAL  PEYTON  C.  MARCH, 

P.  C.  HARRIS,  General,  Chief  of  Staff. 

The  Adjutant  General. 


The  United  States  Infantry  Association 

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THIRD  EDITION 


THIRD  PRINTING 


MILITARY  SKETCHING 
AND  MAP  READING 

By  CAPT.  LOREN  C.  GRIEVES,  Infantry 

Prepared  especially  for  Educational  Institutions, 
Training  Camps  and  Reserve  Officers 

Prescribed   by  War  Department  for   Candidates 

for  Commission  in  Regular  Service,  and 

for  Military  Schools  and  Colleges 


A  little  study  of  this  book  indoors, 
when  the  weather  is  inclement,  will 
simplify  the  outdoor  work  wonderfully. 


The  present  edition  contains  five  new  chapters 
on  the  subject  of  panoramic  sketching,  so  that  .the 
work  now  covers  the  whole  field  of  military  sketch- 
ing. The  price  remains  the  same. 

Bound  in  Full  Cloth 
Price  $1.00,  Postpaid 


The  United  States  Infantry  Association 

Union  Trust  Building 
WASHINGTON,  D.  C. 


